Protoss Identity in SC2: Power and Cost - Page 9
Forum Index > StarCraft 2 HotS |
ItWhoSpeaks
United States362 Posts
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topsecret221
United States108 Posts
Any idea on when the HotS units will be incorporated into the custom map, or the proposed colossus change? | ||
ledarsi
United States475 Posts
All your changes are huge steps in the right direction. That said, there are some things that remain which could be addressed with further changes. Reducing supply costs of many units across the board is an important point. For example, the 3 supply Immortal available at Cybernetics Core. I understand the idea- that Protoss has fewer, stronger units, and we are dealing with an environment that has 2 supply marauders and roaches. However I think the best way to solve this problem, if unlimited changes are allowed, is to reconsider those supply costs. So the Immortal reaches a 2 supply price point , as do many of these protoss units (such as the new Sentry). This will likely involve serious rebalancing of the marauder and roach around the 1 supply price point. Suppose the basic units of the game are all 1 supply, with beefier, stronger units being 2. Rather than the current state of affairs where we have the 1-2 supply zone for basic units, and then this 3 supply Twilight Zone, and then super units at a ridiculous 6 supply each. Another big point of contention is the huge units- the Mothership (and the core), being special cases due to their arbitrary number limitation. This should be reworked, ideally bringing back a smaller caster unit with smaller abilities, of which you are allowed to make many copies. This means more units on the board, more actions to move them around and use their abilities, etc. etc. Vortex is not the problem with the Mothership- the idea of having a single unit be such a huge deal is the problem. No matter what abilities or powers it has it will produce instability, have few choices ("to get or not to get" instead of "how many, and where?"), and require little skill to use (only one cast, as opposed to many). In a similar vein, the Thor, Colossus, and Ultralisk need shrinking. The ultralisk especially, as its huge size makes it very weak because it's a bloody melee unit and its size directly influences its ability to get into melee range, and how many ultras can simultaneously attack one target. The Ultralisk was a 4 supply unit in Brood War, and was much smaller relative to other units than it is now in SC2. The ultra needs some liposuction. The Thor needs to become a 2 supply Goliath (or add the goliath and make the thor something completely new), and the Colossus is going to need a spark of genius in order to get it to work properly. Just shrinking it won't get the job done, although it's a start. A smaller, weaker, 4 supply Colossus is one possible approach... But I just don't see a simple, effective, solid way to fix that unit. | ||
Doominator10
United States515 Posts
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PVJ
Hungary5212 Posts
jumping on bnet after breakfast EDIT: Is it not available on EU ? | ||
ChriS-X
Malaysia1374 Posts
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Exells
France59 Posts
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Topdoller
United Kingdom3860 Posts
EDIT :Opps wrong thread, ignore this post | ||
KaiserKieran
United States615 Posts
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Garmer
1286 Posts
basically they are all protoss now, which is bad, really bad and super boring... | ||
CikaZombi
Serbia630 Posts
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SuperYo1000
United States880 Posts
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Ap_Furio
United Kingdom12 Posts
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ItWhoSpeaks
United States362 Posts
On November 25 2012 23:36 KaiserKieran wrote: You just said that Protoss should be an expensive and powerful unit and yet you repeatedly give nerfs to the stats to make the units more easily made. This goes against practically everything you stated above. It leaves me, the reader, slightly confused about your post that you obviously put much effort into. Ummm, in it's "nerfed" state, the T 1.5 Immortal has 20 more shield than the Dragoon, does twice the base damage, and 50% more base damage to armored and can be upgraded to walk into tank lines at the cost of + 25/25/1 supply. Oh, and it can attack air. Not sure how that goes against what I have stated. | ||
ItWhoSpeaks
United States362 Posts
On November 26 2012 03:26 Ap_Furio wrote: Wow, brilliant post my friend, giving back toss that powerfull OP feeling while keeping an interesting marco mechanic and not relying on forcefields all the time. I hope blizzard can implement at least some of these ideas for LOtV The Ohana version is an old version and should be removed. The Immortal and Hydra were decidedly OP then. | ||
ItWhoSpeaks
United States362 Posts
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mantequilla
Turkey775 Posts
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Sabu113
United States11035 Posts
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PVJ
Hungary5212 Posts
On November 26 2012 04:59 Sabu113 wrote: Wow. Didn't expect someone to take Blizz up and implement changes. Might actually redownload WoL onto my lappie for this. This is a mod which is totally independent from Blizz afaik | ||
-deLete-
France8 Posts
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