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OneGoal: A better SC2 [Project Hub] - Page 73

Forum Index > SC2 Maps & Custom Games
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Nyvis
Profile Joined November 2012
France284 Posts
September 18 2013 22:28 GMT
#1441
I have another idea for tanks vs immortals:
Make it so hardened shield work only against directly targeted attacks and not area of effect, so, to kill immortals efficiently, you would have to shoot around them. This would greatly punish deathball while allowing to break through tanks by carefully splitting or attacking from multiple angles.
DoctorBoson
Profile Joined July 2013
United States24 Posts
September 21 2013 18:07 GMT
#1442
Hey guys.

As you may have noticed, there wasn't a stream last week: that's because that week and next week are both exam weeks for me, and I'm trying to get in a little bit of studying so I do reasonably well on the tests.

Because of this, there may not be a stream this week as well. I'll keep you guys posted.
I love deadlines. I love the whooshing sound they make as they go by.
dvorakftw
Profile Blog Joined November 2011
681 Posts
Last Edited: 2013-09-22 14:20:17
September 21 2013 19:14 GMT
#1443
Three thoughts.

1. To encourage expansion what if the standard mineral patch formation was changed. Both the basic shape and the number of minerals in near patches versus far patches could be changed.

2. To give more time for micro in fights, what if the game speed was set to fast instead of faster with worker speeds and harvest times adjusted so resource collection were more or less the same or perhaps even a bit quicker?

3. Completely radical idea, but what if attack AI was removed so you had to tell your units what to attack? You'd need to have an area of attack because no one would want to have to target every single ling or marine individually but combined with thought #2 I think you would really start to reward players with higher APM and better precision than their opponents.

Edit to add: I also think it's time to go to 8 starting workers instead of 6 and perhaps bump starting resources. There would be a few things to figure out with early rushes and it doesn't save very much time in an individual game but for people who play multiple games every day it could add up, eliminating like an hour a week of what is generally uneventful play.
Mercuryman
Profile Joined September 2013
Canada1 Post
September 22 2013 08:28 GMT
#1444
After about 4 years of lurking on Team Liquid I finally decided to make an account just to give you guys encouragement. I've been having a ton of fun playing one goal in the arcade. Keep up the great work and I hope more Pros help you guys out managing balance changes.

Keep it up!

Nyvis
Profile Joined November 2012
France284 Posts
September 23 2013 12:46 GMT
#1445

3. Completely radical idea, but what if attack AI was removed so you had to tell your units what to attack? You'd need to have an area of attack because no one would want to have to target every single ling or marine individually but combined with thought #2 I think you would really start to reward players with higher APM and better precision than their opponents.


Making the game more painful to play won't help. Casuals will leave and the game will die. We can't make a game playable only by people with 500+ APM.
dvorakftw
Profile Blog Joined November 2011
681 Posts
September 23 2013 15:05 GMT
#1446
On September 23 2013 21:46 Nyvis wrote:
Show nested quote +

3. Completely radical idea, but what if attack AI was removed so you had to tell your units what to attack? You'd need to have an area of attack because no one would want to have to target every single ling or marine individually but combined with thought #2 I think you would really start to reward players with higher APM and better precision than their opponents.


Making the game more painful to play won't help. Casuals will leave and the game will die. We can't make a game playable only by people with 500+ APM.

Go tell that to the people who want to bring back bad pathing.

Anyway I don't think the idea would be much different than giving every unit the equivalent of the HT's storm/Ghost's EMP/Infestor's fungal target system.

I'm not saying it is a good idea but I'd love to have a mod to see it tried.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
September 23 2013 17:16 GMT
#1447
No forcefields...

How the heck do you deal with mass ling/bane as Protoss? I haven't played it yet but there are some builds that currently only sentries with FF can stop.. what happens now?
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Zoar
Profile Joined February 2013
United States39 Posts
September 23 2013 20:29 GMT
#1448
Fortify on the Mothership Core gives buildings Hardened Shields and Detection, makes Banelings tickle and Zerglings already tickle buildings
starimk
Profile Joined December 2011
106 Posts
September 23 2013 21:07 GMT
#1449
Lol I think Blizzard adopted your idea for the DT speed buff (minus the upgrade and the anti-slow)...
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
September 23 2013 22:48 GMT
#1450
What about if each player has an ability to slow down the game to normal speed for one minute that they can only use once per game. Then you have to intelligently choose the moment when your micro matters the most.
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
September 25 2013 17:43 GMT
#1451
SC2 is about being easy to learn hard to master. Increasing the baseline difficulty isn't going to do any favors for Starcraft or the game industry in general, that era of design is dead, and largely for good reason. That said, having options within the game that extend the skill ceiling that end up being much more powerful than fire and forget counterparts is essential. SC2 did this with the Marine and to a lesser extent, the Stalker. These units work in the hands of a novice, but their effectiveness is much, much higher in the hands of a professional.
Reflection and Respect.
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
September 25 2013 17:54 GMT
#1452
On September 24 2013 02:16 DinoMight wrote:
No forcefields...

How the heck do you deal with mass ling/bane as Protoss? I haven't played it yet but there are some builds that currently only sentries with FF can stop.. what happens now?



Baneling busts are stopped with a fast MSC and the use of its Fortify ability which costs the same as a sentry and can snipe banelings with stalker support.

Zealots, Stalkers, and Immortals trade very well with lings as long as surface area is limited.

-Immortals are gateway units and 2 shot lings.
-Stalkers can have 7 range and kill lings in 3 shots instead of 4, though they die faster when surrounded.
-Zealots have 160 HP instead of 150, this is mainly a buff vs Terran Infantry, but with good positioning and numbers, it makes them MUCH stronger vs Zerg tier 1.5.

It comes down to numbers and positioning more than it does composition and whether the Protoss player got off their Forcefields in early game PvZ.
Reflection and Respect.
nerak
Profile Blog Joined September 2011
Brazil256 Posts
September 25 2013 21:39 GMT
#1453
That DT speed bust David Kim was thinking about (but gave up) is so close to Uraj Crystal!

So tell me guys, how does the Uraj Crystal works? How different or alike do you think it is to the late speed buff David Kim was just talking about?

reference
"I am smiling" - Marauder Dynamite
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
September 25 2013 22:27 GMT
#1454
It is a research at the Dark Shrine that grants a speed buff as well as making the DT immune to slows and stuns.
Reflection and Respect.
nerak
Profile Blog Joined September 2011
Brazil256 Posts
September 26 2013 12:50 GMT
#1455
I know what it does It, I was asking, is it working as intended strategy-wise, did it really add versatility and micro to the DT or not, etc. And how do you think it would compare to David Kim's late DT speed buff.
"I am smiling" - Marauder Dynamite
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
September 26 2013 17:39 GMT
#1456
It makes the DT much stronger vs soft detection, specifically vs terran bio in the mid game. It kind of makes them a Ground only mutalisk. You can't hold watch towers once speed DTs are out. and your pace of expansion is greatly reduced.

Between all the buffs to the Phoenix and Protoss defense, Sair DT might be a decent style.
Reflection and Respect.
DoctorBoson
Profile Joined July 2013
United States24 Posts
Last Edited: 2013-10-01 01:40:01
October 01 2013 01:37 GMT
#1457
News from the front, everyone: it is my pleasure to formally unveil the OneGoal AI.

In the last month or so, we managed to get AI wizard TechSY to get the melee AI to play by our rules and use some new-and-improved special tactics as well. Several build orders have been tweaked, including the use of new units and upgrades. The harassment and spending AI was also modified to make it more aggressive and spend extra money more often. The full changelog is located here.

We realize that it is very difficult to find people to play with, for 1v1s, testing strategies, and even getting other people in on the fun. The AI will be uploaded to the arcade and custom maps section sometime within the next week. Be sure to send any feedback and questions to onegoalptr@gmail.com, and have fun!
I love deadlines. I love the whooshing sound they make as they go by.
Insoleet
Profile Joined May 2012
France1806 Posts
October 01 2013 09:35 GMT
#1458
On September 16 2013 23:47 starimk wrote:
Here's an idea: what if the MULE ability required 50 energy but would also drain all available energy from the Orbital? MULE cooldown, other stats would remain the same. Functionally, this would work the same way as vanilla MULEs assuming the Terran uses them at the optimal rate, but it would prevent players from spamming MULES all at once. The one drawback I see is that Scans would be much less readily available - in early game scenarios with DTs or other cloaked units Terrans would either have to be building Scans for a while, or would require the use of Turrets.


This is such a good idea I wonder why it's not in vanilla SC2 actually

This would be the perfect nerf to mules..
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
October 01 2013 11:49 GMT
#1459
You could just make mule work like an aoe buff which speeds up the mining rate of workers. This would prevent stupid situations like terran losing 30+ scvs but simply calling down 7 mules and surviving for 10+ minutes despite what should be a crippling economic disadvantage.
dvorakftw
Profile Blog Joined November 2011
681 Posts
October 01 2013 12:58 GMT
#1460
And I suppose we'll also remove chronoboost from the nexus and only allow one drone to be in production at a time?
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