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.
OneGoal: A better SC2 [Project Hub] - Page 73
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Nyvis
France284 Posts
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
United States24 Posts
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. | ||
dvorakftw
681 Posts
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
Canada1 Post
Keep it up! | ||
Nyvis
France284 Posts
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
681 Posts
On September 23 2013 21:46 Nyvis wrote: 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
United States3725 Posts
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? | ||
Zoar
United States39 Posts
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starimk
106 Posts
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iHirO
United Kingdom1381 Posts
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ItWhoSpeaks
United States362 Posts
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ItWhoSpeaks
United States362 Posts
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. | ||
nerak
Brazil256 Posts
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 | ||
ItWhoSpeaks
United States362 Posts
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nerak
Brazil256 Posts
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ItWhoSpeaks
United States362 Posts
Between all the buffs to the Phoenix and Protoss defense, Sair DT might be a decent style. | ||
DoctorBoson
United States24 Posts
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! | ||
Insoleet
France1806 Posts
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
Australia12814 Posts
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dvorakftw
681 Posts
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