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[A] SC2 Custom Craft - Page 2

Forum Index > SC2 Maps & Custom Games
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HolyDiver
Profile Joined April 2010
United States17 Posts
Last Edited: 2015-06-27 11:52:31
June 27 2015 11:49 GMT
#21
Thanks for the update. I'll have to check it out in a bit.

Just to be honest, I'm mostly interested in your mod for the ideas that it gives me for my own. Without getting into specifics, you've got some solid ideas.

Since you seem to be able to do things I don't know how to do yet (i.e. make Vikings missiles not home), maybe you can figure this one out for the Medic. Your rendition of Terran Bio is based on harass, which I like. They're fragile and less all powerful than in HotS. I feel like bio should crumple to high tech units and splash damage, but be pretty effective vs other Infantry. To this end, I suggest an addition to your Combat Shield upgrade for the Medic. Give the unit +20 HP and also allow use of the Combat Shield ability. This ability is ground targeted. The Medic plants her shield in the ground, losing the +20 HP bonus (and losing the shield from her model if you know anything about modeling I don't). Ideally, you'd have a model of her shield sitting on the ground, partially implanted into the ground. This becomes a 20 HP doodad of sorts, like sandbags in the campaign. Probably shouldn't take up as much space as an auto turret, which is 4 hexes. 1 Hex might be too small. Anyways, the point is that this kind of hearkens back to "Medic Walls" from Brood War where you'd put 2-3 medics in front of marines on a ramp, or in a choke so that Zerglings would have to run around them, or have to attack the medics to get to the marines. Realistically, you want the medics in the back, not the front. The shield and HP bonus is obviously to give them more survivability, but if they aren't being targeted, you can use this to wall off slightly. Again, these shields are doodads and must manually be attacked by another player, but splash damage hits them.

Imagine using your drop pod with, oh, say 4 marines, 2 marauders and 2 medics. You land down near some minerals in an enemy base to kill some workers. Clump up your bio in between some minerals and have your medics drop their shields to seal off one side of it and buy the bio some time in case of a counter attack.

If a player is going more of a pure bio style, these shields can level the playing field a bit to make up for the loss of Conc. Shells vs melee units. A moving zerglings will have to go around the shields, and same with Zealots. If you've got a decent bio force and put down a nice big wall of shields vs a melee heavy force, that might make the opponent pull back, or take the time to kill the shields will ranged units before advancing. This could buy you time to retreat and be used defensively. Doesn't have the brainless massive power of Conc shells where nothing can escape.

Ideally, there'd be some way for a Medic to pick up a single shield again (and regain the +20 HP it offers). Maybe have a short cooldown on the ability to prevent weird abuse cases of medics sticking a shield down, and picking it back up again quickly. To prevent spam and "immortal" shields in low # unit situations (i.e. 2-3 zerglings can't kill the shield before it's picked up again, and the medic spams it). Meh, probably not a big deal.

Have placement be like the auto-turret: it has to have a valid clear location and a footprint.

Imo, that would give the medic some decision making and micro, and a risk/reward scenario. The decision is will my army last longer if I keep the sheilds on the medics (i.e. they're being targeted, usually by ranged units), or will my army last longer if I can set up a brief fortification to buy me some time from melee units.

Potential problems: if the shield is too small in size, it doesn't make much of an impact given how tight clumping and pathing is in the game. It's only applicable in small chokes or vs mostly melee armies. I've thought about it giving nearby units +1 armor to give it a role vs ranged units (hiding behind the shield), but many people dislike the idea of auras in Starcraft and I don't know if that would case significant lag if somebody decided to build 20 medics and shieldwall the hell out of someplace and stick 25 marines behind them. (I know you can set stacks so only one instance of the aura can apply to each unit, like Guardian shield. Oh. Guardian shield's an aura, so that's not too big a deal. The radius would be way smaller, just like within melee range of the shield.)

Anyways, that's my idea for Medics. Thoughts? Keep on making your mod!
SC2: a good overall stepping stone, but still very deficient of what a truly engaging game requires.
RoomOfMush
Profile Joined March 2015
1296 Posts
June 27 2015 15:38 GMT
#22
Thanks for the feedback. I am glad to hear that someone is inspired by the changes I made.
I agree that the medic needs an active ability to give it more micro potential, but I am not sure that your suggestion would work that well. One would really have to see it in action to judge it, but it sounds overly complicated.

I dont know how much more work I will put into this. There is very little attention from the community, so I take it that people are not very interested in a custom mod. On the other hand, there are already plenty more people starting their own mods. I know that BlackLilium and TheDwrf each want to start a balance mod of their own.
It will certainly not be productive if the community mods each compete with each other. We would need to work together to actually get anything done.
HolyDiver
Profile Joined April 2010
United States17 Posts
July 02 2015 23:28 GMT
#23
Hi RoomOfMush,

Thanks for the feedback. I admit I'm a complete amateur, and very unqualified to make a SC Mod because I don't actually play on latter at all. I'm a complete scrub. Still, I appreciate your feedback on my medic Shield Wall ability.

You pose an interested view point. You're right about mods competing with each other. It seems you want to make a TeamLiquid balance mod more or less. I didn't know BlackLilium and TheDwf wanted to make a balance mod. I'd find those quite interesting.
SC2: a good overall stepping stone, but still very deficient of what a truly engaging game requires.
RoomOfMush
Profile Joined March 2015
1296 Posts
July 03 2015 07:15 GMT
#24
Well, I talked to both BlackLilium and TheDwf about teaming up and working together but they both declined. TheDwf doesnt want to collaborate with anybody, period and BlackLilium wants to keep the number of changes small and simple.
I personally see not much use in keeping this mod up with the other two running in parallel, and on top of that Starbow, and then OneGoal, etc etc.
I just hope that maybe some of my changes can inspire the other projects in a positive way.
BlackLilium
Profile Joined April 2011
Poland426 Posts
July 03 2015 07:46 GMT
#25
I will definitely look in here for inspiration, as some of your changes are not that drastic - that is, within the bounds of the constraints I try to employ.
[MOD]Economy - Hot Mineral Harvesting
HolyDiver
Profile Joined April 2010
United States17 Posts
July 04 2015 04:51 GMT
#26
From what little I know of TheDwf, I'm not surprised he wants to do it solo. Thanks for the update all the same RoomOfMush.

I don't consider this a failure, as it has inspired my project, which brings me happiness, even if it never sees the light of day otherwise.

That's cool that BlackLilium will look at it for his Starcraft Improved Mod though.
SC2: a good overall stepping stone, but still very deficient of what a truly engaging game requires.
Masemium
Profile Joined April 2012
Netherlands33 Posts
Last Edited: 2015-07-05 14:52:39
July 05 2015 12:19 GMT
#27
I can't find it on EU

n/m it's a mod, not a map
Sentou junbi!
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