On September 09 2012 06:53 usethis2 wrote: I always wondered what it'd be like if a corruptor was one supply (w/ adequately reduced stats and costs) while increasing BL morph cost to 3 additional supply and more money?
Not sure what this is trying to solve, but can use more < 2 supply units.
I was thinking of a typical situation where Z has a lot of useless corruptors left over taking supplies after successfully shot down colossi. Reduce the risk-reward cost of corruptors while increasing that of BLs.
Overseer is fine as it is, it's not like the Observer is SUPER interesting or anything lol
Corrupters tho .. yea corrupters are just lame. I always thought that Corrupters would be interesting if they were really fast and had melee attack (or like 2-3 range tops lol) w/ their tentacles. It would've been able to bring in an unique, interesting dynamic, and a funny contrast to the Broodlords they'd evolve into.
On September 09 2012 12:15 ArvickHero wrote: Overseer is fine as it is, it's not like the Observer is SUPER interesting or anything lol
Corrupters tho .. yea corrupters are just lame. I always thought that Corrupters would be interesting if they were really fast and had melee attack (or like 2-3 range tops lol) w/ their tentacles. It would've been able to bring in an unique, interesting dynamic, and a funny contrast to the Broodlords they'd evolve into.
be careful, you'll remind dustin browder of the giant squids in RA2 and this will be implemented
What happened to the idea of "siphon" I heard mentioned in some interviews, that corruptors could use this "Siphon" spell on enemy structures and it would start channel a mineral steal spell.
On September 09 2012 14:13 NTTemplar wrote: What happened to the idea of "siphon" I heard mentioned in some interviews, that corruptors could use this "Siphon" spell on enemy structures and it would start channel a mineral steal spell.
I thought that sounded kinda cool :o
But that isn't Starcraft 2 spell, it was just plain retarded. It is like playing Warcraft 3 in space, stealing minerals...
On September 09 2012 14:13 NTTemplar wrote: What happened to the idea of "siphon" I heard mentioned in some interviews, that corruptors could use this "Siphon" spell on enemy structures and it would start channel a mineral steal spell.
I thought that sounded kinda cool :o
But that isn't Starcraft 2 spell, it was just plain retarded. It is like playing Warcraft 3 in space, stealing minerals...
Why isn't it an SC2 ability??
It adds a unique new element to the game.
edit: btw, this is starcraft, there are abilites not spells here.
On September 09 2012 14:13 NTTemplar wrote: What happened to the idea of "siphon" I heard mentioned in some interviews, that corruptors could use this "Siphon" spell on enemy structures and it would start channel a mineral steal spell.
I thought that sounded kinda cool :o
They took it away ;_;
At least they tried, I guess, but it was painfully underpowered. It did 1dmg/sec and returned 1min/sec.
Corruptors were far more interesting back in beta when they had contaminate that could be used on defensive structures. You could actually build corruptors as a support unit for your mutas, or when you wanted to attack a PF. It was slightly imbalanced, but it made corruptors somewhat interesting at least.
I think the main issue is still the fact that moving shot doesn't exist (+ air stacking).
If you look at it, why are mutalisks in bw so much fun? After all they don't have any abilities. They just attack stuff. They were interesting because you could get so much out of 9-11 mutalisks.
On September 10 2012 01:39 wcr.4fun wrote: I think the main issue is still the fact that moving shot doesn't exist (+ air stacking).
If you look at it, why are mutalisks in bw so much fun? After all they don't have any abilities. They just attack stuff. They were interesting because you could get so much out of 9-11 mutalisks.
Yeah, Blizz needs to add moving shot to tons of units. Moving shot is all positive and no negative. Noobs can ignore it, pros can master it to get that extra 5% out of your units.
What about giving the Corrupter a lift ability? Something similar to the Phoenix gravitron beam except where the Corrupter swoops down, grabs the unit, and can hold it for a period of time. When the Corrupter is holding the unit, neither the Corrupter nor the unit being held can attack, but the Corrupter is still free to move. The unit being held can also not be hurt. At the end of the time or if the Corrupter is killed, the unit is dropped. If this happens over "dead space" where there is no ground below, then the unit being held dies.
I feel like something like this would not only be interesting and useful, but would also add some pretty cool micro to the game. You can pick up your own units to save them from the battle, use them to make small drops in the enemy base, pick up enemy units so that they cannot attack and fly them away from battle or even off the edge if you engaged in a good position. An ability like this may be hard to balance, but it would be pretty APM intensive to be useful and it would add a completely new dynamic to the unit.
On September 10 2012 12:54 Beef Noodles wrote: PLEASE OH PLEASE get rid of corruptor and bring back scourge and balance them some how
That is impossible. The only way why Scourges were balanced for their 25/75 cost was because they had the most retarded AI ever made. AI is close to perfect in SC2, and Scourges would've been gamebreakers for Zerg, because no race would ever go for Air play vs. Zerg, and drop play also would have been shut down.
On September 10 2012 01:54 MattBarry wrote: Honestly, the devourer wasn't very interesting either, it's just a role that needs to be filled
The devourer didn't fill any role, it was almost unused in the pro scene. And yes, it was a lame unit. BW had them too, but it was much luckier in that so many boring units turned out to be unviable.
On September 10 2012 12:54 Beef Noodles wrote: PLEASE OH PLEASE get rid of corruptor and bring back scourge and balance them some how
That is impossible. The only way why Scourges were balanced for their 25/75 cost was because they had the most retarded AI ever made. AI is close to perfect in SC2, and Scourges would've been gamebreakers for Zerg, because no race would ever go for Air play vs. Zerg, and drop play also would have been shut down.
Increased cost, weaker attack, or slower movement speed are all ways to balance out the smarter AI pathing.
I think Corruptors are pretty useful units right now, even though they're horribly bland. All I really want is a good ability to make the unit interesting (and no, Broodlord Morph doesn't count!).
Maybe just a different version of the first spell they had pre-WoL-berta (air units killed by them would turn into temporary, stationary turrets) ? How about killing ground units that have the spell cast on them spawns two Locusts, while killing an air unit spawns two (nerfed) Scourge?
Also, in order to make things slightly more challenging, I think any spell they get should have a really small cast range (as in nearly melee), so that it's harder to pull off. That way the spell can be made stronger as well, and it's more satisfying when you're actually able to do it.
On September 10 2012 01:39 wcr.4fun wrote: I think the main issue is still the fact that moving shot doesn't exist (+ air stacking).
If you look at it, why are mutalisks in bw so much fun? After all they don't have any abilities. They just attack stuff. They were interesting because you could get so much out of 9-11 mutalisks.
In anticipation of posts claiming that Muta stacking would be imbalanced with unlimited selection, I'd like to point out that blizzard could easily prevent that:
They could make Muta stacking their passive ability (with an icon in the command box, and a tool tip explaining how it works), that allows them to form a tight flock of 9 Mutalisks (or whatever number they find balanced). Beyond those 9 Mutas, the flock's "density" would be inversly proportional to the number of Mutas selected. The density would also decrease away from the flock's core.
That way it'd be quite easy to focus fire fringe Mutas while still dealing severe damage with splash/AoE, if the Zerg tried to abuse stacking by selecting a ton of Mutas.
On September 10 2012 01:54 MattBarry wrote: Honestly, the devourer wasn't very interesting either, it's just a role that needs to be filled
The devourer didn't fill any role, it was almost unused in the pro scene. And yes, it was a lame unit. BW had them too, but it was much luckier in that so many boring units turned out to be unviable.
On September 10 2012 12:54 Beef Noodles wrote: PLEASE OH PLEASE get rid of corruptor and bring back scourge and balance them some how
That is impossible. The only way why Scourges were balanced for their 25/75 cost was because they had the most retarded AI ever made. AI is close to perfect in SC2, and Scourges would've been gamebreakers for Zerg, because no race would ever go for Air play vs. Zerg, and drop play also would have been shut down.
Increased cost, weaker attack, or slower movement speed are all ways to balance out the smarter AI pathing.
They could keep their overkill as an intended mechanic and maybe make them decelerate when turning, so that you'd have to catch the enemy off guard/predict their movement/corner them.
On September 10 2012 12:49 PulseKiller wrote: What about giving the Corrupter a lift ability? Something similar to the Phoenix gravitron beam except where the Corrupter swoops down, grabs the unit, and can hold it for a period of time. When the Corrupter is holding the unit, neither the Corrupter nor the unit being held can attack, but the Corrupter is still free to move. The unit being held can also not be hurt. At the end of the time or if the Corrupter is killed, the unit is dropped. If this happens over "dead space" where there is no ground below, then the unit being held dies.
I feel like something like this would not only be interesting and useful, but would also add some pretty cool micro to the game. You can pick up your own units to save them from the battle, use them to make small drops in the enemy base, pick up enemy units so that they cannot attack and fly them away from battle or even off the edge if you engaged in a good position. An ability like this may be hard to balance, but it would be pretty APM intensive to be useful and it would add a completely new dynamic to the unit.
I love this idea! They already have the tenticles to lift!
Chromatophoric Camouflage: Need detector to see overseer. Costs energy when overseer is moving, but merely prevents energy regeneration when overseer is stationary.
Ocular Parasite: cast on a friendly unit to make it a detector (the spell they wanted to put on the viper).
Infiltrate: Like a neural parasite for buildings. Control the building as long as the overseer keeps channeling. Attacking the overseer at all breaks the channel. (Balance consideration: would have to be channeled for some balanced amount of time before it provides control because cancelling a key upgrade would be huge)