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On September 11 2012 22:58 Treehead wrote: You seem to make a couple strange assumptions - like the assumption that the range/damage nerf had anything to do with it getting a movement speed
Why is that a strange assumption? All we can do is make assumptions, since none of us can actually call up Browder or Kim and ask them personally. However, it is as reasonable an assumption as any, I think, given what David Kim said in an interview. He said they were looking into decoupling the thing from the nexus so as to make it feel like a "real unit," but they had to be careful about rushes, close spawns, blah blah. To me, that sounds like the reason for the nerf. Of course I could be wrong, but so could anyone else.
I'd love to see its attack decoupled from its energy, as such a slow moving unit surely deserves to be feared if you do run across it, but then do we have problems with proxy Nexus?
Don't know why we'd have a problem. Nobody thinks that proxy planetary fortresses are a problem.
Allowing multiple mothership cores... that idea has some merit to it - but it seems like they're (rightfully) afraid of what too much energize or too many Mass Recalls could do to the game. I don't think you've thought things out enough (or if you have, it isn't reflected in what you've written so far) for any of your ideas to really be implemented.
I think people (esp. blizzard) worry too much about things. Toss had the ability to make mass arbiters in SC1. The things had mass recall and stasis field (a better ability than vortex, imo). They were cheaper than the mothership. Nobody thought they were OP.
On that note, I've never understood why blizzard thought the mothership was such an awe-inspiring weapon that toss could only be allowed one (personally, I'd rather have an arbiter). And I don't understand why they think the core is such an awe-inspiring thing, only allowing one (it is a mediocre unit at best). I think it's all just a carryover or relic from some pre-alpha version of SC2 when the mothership possibly was something to inspire awe. It's sort of dumb to restrict units today based on what they were in some long-ago past.
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Maybe let it have a weak attack that costs nothing and a stronger attack that needs to be activated?!
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Very good topic. I wholeheartedly agree with the OP. In face I could not have said it better myself! The Mothership Core is a sad unit. So sad! It got massively nerfed before it even had a chance to exist. When I see a Mothership Core using its "Purify" ability on a group of Roaches, I cry a litlte bit inside. It seems to have the DPS of a Probe. A big-ass, slow-ass, flying goddamn Probe.
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On September 11 2012 22:00 ihatezerg wrote:Show nested quote +On September 11 2012 20:18 MilesTeg wrote: The reason it isn't fixed to a Nexus anymore is because it would limit mapmakers a lot. Then you need to have your expansion wall close to the nexus, which isn't always the case. I like it much better like this actually.
I'm not sure that one of my units should be given a severe nerf, making one of it's design goals moot, just because someone thinks it would limit mapmakers. If it would limit mapmakers, then come up with another solution to the problem besides the default "nerf the hell out of the unit." Jeez, I could come up with something better than that option in 5 seconds just off the top of my head. In fact, let me do it right now. Duhh... derr... umm... how about making the mothership core able to move at a reasonable speed inside pylon power? See, was that so hard? And before anyone says "too complex, blah blah," it's already done for queens on creep. I'm not suggesting this is the solution to the unit's problems, btw, just trying to illustrate how easy it would be to use one's brain to come up with a better solution. Show nested quote +Other than that I think you're using it wrong OP. It was never supposed to just automatically defend everything. You still need a wall and acual units. I'm not sure any reasonable person ever thought you were supposed to build one of these things and have it automatically defend your base against anything, forever. But I think it's reasonable to expect the thing to be more powerful than a weaker floating photon cannon that can't even contribute to defense because it can be bypassed. Personally, I've seen zero evidence of this. I can't really see it being able to do anything except sit over the front wall and deter a few lings from attacking. In which the case, a photon cannon would do the job cheaper and better because it has a natural attack, and is cheaper.
Those are good points. I like your idea, but I guess it's a little too close to the Queen's mechanic. I don't think Blizzard wants Protoss to creep in using pylons like Zerg.
And most importantly I'm not convinced there is a problem as of now. People can't just pass by unless you really have zero defense, in which case you should lose. So the mobility isn't really the issue, that thing is supposed to just sit by your expansion for most of its existence.
It seems you're really just whining because it got nerfed. I see no problem with its mobility, maybe it should be stronger (I don't think so) or cheaper (maybe) but don't forget it's not supposed to be a bigger cannon, it's the kind of unit that will take a lot of time to master.
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It seems you're really just whining because it got nerfed.
Look, just because someone gives feedback on the beta, and just because the feedback isn't fanboyism or sucking the d's of blizzard and telling them how great their ideas are, doesn't mean it's "whining." So anything said that isn't full of sunshine and sugar and spice must constitute "whining?"
Why would I whine? Despite my name, I switched to zerg a long time ago. I haven't played toss in ages. I recently told a friend I'd be happy to kick tosses in the head more all through HotS, just as I've been doing throughout a fair bit of WoL. It's no skin off my nose either way. I just thought I'd throw my honest opinions out there, just like I did with WoL beta (all of which proved true, btw). I'd like to see a toss that doesn't suck, but if nobody wants that, I'm happy to continue playing other races.
You think I care about nerfs. I don't care about nerfs, in and of themselves. Warhoud got nerfed and I didn't say a word, because it looked like it was deserved. Swarm host got nerfed (a unit from the race I play), and I didn't say a word, because it looked like it was deserved. It just seems to me that mothership core is a p.o.s., that's all. But if you like it, fine with me.
I see no problem with its mobility, maybe it should be stronger (I don't think so) or cheaper (maybe) but don't forget it's not supposed to be a bigger cannon, it's the kind of unit that will take a lot of time to master.
Well I am 100% willing stand to be corrected if anyone wants to correct me, but I thought a chief problem with toss was early game fragility and inability to move out, forcing a turtling and massing deathball mindset. I thought the new units were supposed to address this issue (as well as others). If that's not what the mothership core is supposed to be addressing, then what is it's purpose, because I'd like to know?
Anyway, you are wrong about it being a unit that will take time to master. There is no mastering of the unit, no micro involved at all. It's slow as a slug in mollasses, so there's no kiting or positioning involved. You simply push a button to purify, and if your opponent is dumb enough to stand under it and be purified, I guess the thing ended up doing something after all.
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I say, make the MS core faster, like two or three times faster so you could actually use it to recall your units into enemy base. Also, combine the old teleport-to-nexus ability with purify, so it could only be used defensively to protect your bases. Problem solved. You now have a defensive mothership that can energize your nexii or be used as some sort of crippled arbiter.
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It´s okay to suggest something but in this early stage of beta...? I see no point. Only because you got hyped up before the game was released? Deal with it...
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On September 12 2012 00:38 ihatezerg wrote: Look, just because someone gives feedback on the beta, and just because the feedback isn't fanboyism or sucking the d's of blizzard and telling them how great their ideas are, doesn't mean it's "whining." So anything said that isn't full of sunshine and sugar and spice must constitute "whining?"
Why would I whine? Despite my name, I switched to zerg a long time ago. I haven't played toss in ages. I recently told a friend I'd be happy to kick tosses in the head more all through HotS, just as I've been doing throughout a fair bit of WoL. It's no skin off my nose either way. I just thought I'd throw my honest opinions out there, just like I did with WoL beta (all of which proved true, btw). I'd like to see a toss that doesn't suck, but if nobody wants that, I'm happy to continue playing other races.
You think I care about nerfs. I don't care about nerfs, in and of themselves. Warhoud got nerfed and I didn't say a word, because it looked like it was deserved. Swarm host got nerfed (a unit from the race I play), and I didn't say a word, because it looked like it was deserved. It just seems to me that mothership core is a p.o.s., that's all. But if you like it, fine with me.
That's just what it sounded to me. It doesn't matter much anyway
On September 12 2012 00:38 ihatezerg wrote: Well I am 100% willing stand to be corrected if anyone wants to correct me, but I thought a chief problem with toss was early game fragility and inability to move out, forcing a turtling and massing deathball mindset. I thought the new units were supposed to address this issue (as well as others). If that's not what the mothership core is supposed to be addressing, then what is it's purpose, because I'd like to know?
Yes that's the purpose, and I do believe it will help. But it won't fix all the problems with Protoss by itself, I'll give you that.
On September 12 2012 00:38 ihatezerg wrote: Anyway, you are wrong about it being a unit that will take time to master. There is no mastering of the unit, no micro involved at all. It's slow as a slug in mollasses, so there's no kiting or positioning involved. You simply push a button to purify, and if your opponent is dumb enough to stand under it and be purified, I guess the thing ended up doing something after all.
It will take time because it is going to change a lot of timings. What you can get away with early game, how aggressive you can be... These changes tend the be the ones that happen the slowest.
Out of all the new units, this is the one that has the potential to change build orders, change whole matchups the most. It's not as intuitive as just incorporating Swarm Hosts or Vipers for Zergs in an already established build. Good players will figure out those things, and I wouldn't be surprised if in just a few weeks people call the MC abusive (like the player :p)!
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On September 12 2012 01:06 plgElwood wrote: It´s okay to suggest something but in this early stage of beta...? I see no point. Only because you got hyped up before the game was released? Deal with it...
So let me get this straight. Beta *ISN'T* the time to provide feedback on the units? Okay, gotcha.
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Does it provide early to mid game defender's advantage? Yes. Does it provide mid/late game utility with recall? Yes. Will it hold off a 6 gate or 200/200 roach max on its own while you tech to double stargate tempest on two base? No, it won't. It's not designed to be an invincible defense. Get over it and support it with other units.
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United Kingdom14464 Posts
I really like the design of the momma core, I think it could use a tweak, right now it feels a bit too weak, but in terms of actual design I think it hits the mark. As said above, it ticks all the boxes, for me the question is just whether it does it to a strong enough degree to be influential.
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Agree with the opening post that the Core has a lot of problems, but not with the ideas to fix it. Personally I see no improvement in decoupling it from the Nexus and making it a "real" unit, but rather a step backwards: The original Core was perfectly fine and very unique. It was the biggest improvement for Protoss, compared to the lackluster other new units. Think about the following points: Drop defense of outlying expansions, fend of small attacks with Teleport and Purifier, bigger attacks with Recall to the attacked Nexus. In case of overwhelming forces recall Probes away from the Nexus (can also be done with the new Core). Another implication of the old Core were that you can take bases on the other end of the map and actually defend them pretty well without starting to warp in tons of shit there and for another that you can defend pesky Mutalisk harass a lot easier.
Basically my point is that the unit was very unique and had tons of potential with its Teleport ability, which got shut down mostly due to the change into a slow ass flyer without Teleport.
The solution is to just revert the change and make it attached to the Nexus like pre-beta.
Accidentally this fixes the early rush problem and gives us a much better looking effect instead of this strange rotating ball.
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Really, now. Mothership core is 'toss unit that deserves least complaints. I would rather they make it able to warp between nexi than move slowly, but I'll console myself with warping shenanigans.
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I really liked the idea of pre-beta MSC that could teleport between Nexuses. It is weird how they made it slower than an overlord and removed the ability to teleport.
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From what I've read, the devs said it didn't feel like a unit because it couldn't move. So they gave it a move speed, and re-balanced it accordingly. I would also prefer a core teleporting from nexus to nexus. I'm not sure the ability to move brought anything special.
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Yeah, the MsC is weak and has design problems. I wrote this on the bnet forums:
As I see it, the mothership core has two big problems that make it less fun than it should be. First, in the early game, it's an expensive designated defensive unit that requires 75 energy to defend, and if it doesn't have energy, a lot of times you just lose. Second, after the early game, it tends to just sit there and look pointless. Recall is cool, but there aren't a lot of good ways to get behind enemy lines in the early and mid-game, so recall winds up functioning as an insurance policy in case you screw up. It could be so much more fun with a good complementary ability.
Beginning with the MsC's energy-based attack, purify made sense when it was a nexus spell, but now that the MsC is an independent unit, the spell seems silly and against the design goals of the unit. In early game, the MsC is supposed to be sort of like a queen, a unit you build to defend your base that also gives you something extra. The queen doesn't have to wait around gathering energy to defend, so why should the MsC?
This is especially problematic in PvP where I've seen players lose to rushes because they invested in the MsC. There's essentially no rush distance in PvP once WG tech is out, and the resources spent on the MsC can easily cause a loss if it's out but does not yet have energy for its attack spell. So the current design allows for a situation where a player loses to a rush because he invested in a base defense unit. This needs to be fixed--there's no reason for the MsC to need to spend energy to defend.
Removing purify gives allows you to replace it with a spell that spices up recall in the early and mid-game. Recall is really cool once you have a bunch of blink stalkers and an observer, but there should be more creative, earlier options available to get behind enemy lines if your opponent is caught napping.
Replace purify with a spell that temporarily cloaks a small area of effect that's big enough to target maybe 4 or 5 units max. The units will lose their cloaking after 2 minutes or as soon as they perform an action other than moving. What this does is helps you get units into good spots, but as soon as they want to attack or build, they lose cloak. It increases mobility without increasing combat value. Adding this temporary cloaking spell provides Protoss with mobility options and multi-pronged harassment tactics that will make the game much more fun to play and spectate.
To start, you could sneak a small raiding party behind enemy lines, and recall them out as the defender reacts. Maybe you use that small raiding force to pull his troops out of position while your primary attack advances toward his third base. But these simpler applications would be only the beginning. Think how cool it would be to launch a diversionary attack at Zerg's third base while you sneak a temporarily cloaked probe into the main base to start a pylon. If Zerg's not watching the minimap, he'll soon have a pylon in his main.
Then there are tons of cute little tricks you could do with the spell--cloaking a unit to scout past a bunker, cloaking a probe to block a watchtower while your army sneaks by, cloaking a zealot as it stands in a choke blocking a zergling run-by, etc. The great thing about this spell that it would be tactically interesting and reward creative play, but it would have almost no direct combat value, and it would be 100% blockable simply by paying attention and having good map awareness. It provides Protoss lots of cool options, but the spell can't directly do damage.
Lastly, it makes recall much cooler. Right now, MsC recall functions more like WC3's Town Portal than SC:BW's recall. The difference between Town Portal and Recall is offensive mobility. With Town Portal, you slam your whole army forward, and TP out if you find you're in a bad spot. Recall, on the other hand, is supposed to encourage multi-pronged attacks small groups of units hitting fast and getting out. By adding this temporary cloaking spell, you allow more creative multi-pronged harassment options, and you make recall much cooler.
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I agree with some of your(OP) points, and I definitely think that the Mothership Core needs some rethinking, but I think you look too far away from the other possibilities that the unit creates. Also you replied to XenoX101 by saying that stalling an opponents early aggression is not a good way to defend it, to me that seems like the only way to defend it, I mean you don't see any other ultra-aggresive rushes getting held by not stalling them long enough to combat them or defend them otherwise.
Also as I mentioned, the Mothership Core makes room for several synergies like I saw one guy trapping a lot of zerglings in his base with an "energized" sentry and with purify he was able to clean all of them up almost without losses, without any of those things(Energize, Purify or the Sentry) that Zergling run-by attempt could have been fatal since the Protoss player was greedily teching to Starport, without much defense.*
The essential part of the Mothership Core moving, is that you can defend parts of your base that would not necessarily be defendable if it was constricted to the Nexus, but yet it is (near) impossible to use it offensively due to the slow movement speed. I think the thing with the Mothership Core is it needs other units to maximize its potential. Yes 4 Marines, stimming, might be able to snipe it quickly (and that might be wrong) but the can not snipe it if theres a wall of Zealots or 3 force fields smack dab in the face of the marines.
Also the the great uses of Energize and Recall I think might in some regard balances out the less great uses of Purify. Since both Energize and Recall might be useful to have in some tight situations. (*- A good example of the defensive use of Energize)
For example, you might be able to some Roach pressure with putting up a few cannons and chronoboosting out a few sentries, but then for the rest of the game those cannons gets more and more useless the farther into the game you get.
You can probably defend the same Roach aggression with the Mothership Core and You might even have energy enough to energize your nexus so you can Chronoboost out some more units.
But the real difference is in that the Mothership core is not useless the rest of the game.
With all that said I think there might be some flaws with the design of the Motheship Core in that you need too much tech to get it out and I question the gas cost, but I think the unit can be(come) a balanced and fun unit to use and watch with some simple tweaking of numbers and such.
TL;DR:+ Show Spoiler + You lazy fucker read the whole thing...
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Just wanted to mention a few things the Mothership Core can do which might make it worth 100/100, if not 3 supply - first 100 energy (generated over 180 seconds) can generate 9 Chrono Boosts or more (depending on how many you get while the Nexus' energy is filling). This gives 9 Chrono Boosts - i.e. constant Chrono on one building.
If you use this on a Robo/Stargate - it functions like 100/50 in Robo production (half the cost of building another robo - since it's half again as much production). If you use it on a Stargate, it's 75/75 in stargate production. And if you have 2 Nexii and a MsC, you can keep constant Chrono Boost on two forges - who knows how valuable this could be? I'd say that 100/100/3 is worth being able to swap between filling any of these roles on the fly - and that's just for using CBs.
There's also: instant storms for a templar or two, more FFs for a sentry - whatever the Oracle ends up being... and then there's Recall, and Purify (admittedly, meh).
The Mothership Core is about the only unit Protoss has so far that I like, but I do like the unit.
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Have you ever seen a protoss push into your third, snipe your queen and a few drones, as well as an overlord, then approach with your much larger army that will surely defeat it?... And then have it disappear? Mothership core good unit.
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