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Fixing Forcefield, Fungal Growth and Vortex - Page 9

Forum Index > StarCraft 2 HotS
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Gfire
Profile Joined March 2011
United States1699 Posts
November 03 2012 21:13 GMT
#161
Does anyone think it would work to make FFs unable to be placed on top of enemy units, and your own units have to move out of the way first? The same mechanic as placing a building, basically.
all's fair in love and melodies
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
November 03 2012 21:18 GMT
#162
On November 04 2012 05:34 kcdc wrote:
Show nested quote +
On November 04 2012 05:14 FabledIntegral wrote:
The mules don't give any "extra supply" pre-battle.... supplies are generally even. The chronoboost gives the P the extra mining to keep up with Terran mining, and if T sacs his SCVs he's super vulnerable from then on, even if he's amassed like 7 OC's. It's just not the same as having a constant income vs spiked income followed by nothing. Your production isn't as suited for it.

I won't comment on the lategame micro difficulty levels becasue I don't play the Terran side, but this argument was a little silly. Chronoboost doesn't give Protoss improved mining efficiency in late-game at all. Once you hit your optimal worker count (~72), you don't use chronoboost on workers.

An OC is worth about 4 workers in mineral income. If Terran gets 6 orbitals (not at all uncommon in lategame), he can sacrifice 24 workers and have the same average income as Protoss. Yes, the income is in spikes, but that's actually an advantage. It's better to have 1500 minerals over 90 seconds followed by 0 minerals over 30 seconds than to have 1500 minerals spread evenly over 120 seconds because MULE income is front-loaded which gives you the option to spend those minerals sooner. Maybe you want to bank some of the extra minerals to spend them evenly minerals over the 120 seconds, or maybe you want to spend it all up front, but it's always better to have the choice.

The main point, however, is that if both players need a 72 worker income and T has 6 OC's, P needs to spend 72 supply on workers and Terran needs to spend only 48 supply on workers. Both sides total supply is 200, but Terran has 152 army supply while Protoss only has 128 army supply. That's a big deal, and it off-sets the reinforcement advantage that Protoss gets.


I didn't get your original point on supply, got it now concerning chrono.

However, no, he can't sacrifices that many workers. You're assuming a Terran player isn't scanning whatsoever lategame, and I'd heavily argue that scans are used MORE often than mules in most cases, unless Terran has a ridiculous foothold and mapawareness.

In retrospect, you're right about the spikes, although I wouldn't see it as too much of an advantage, as your production should be catered to assuming you'd produce evenly over those 120 seconds. Assuming Terran isn't harassed (which affects mules significantly more than SCVs), then I guess it could come out as even. Although 6 orbitals is more so late lategame, where people are generally cashfloating (as at least one of Terrans bases around the time of 5 base is a PF, you've seen even players like Taeja lose specifically to chargelot counters).

Although I'd say a flaw in your logic is that army supplies mean that the fight is even on both sides. From experience, I'd sooner argue that a 152 Terran army supply is around equal in battle to a 128 Protoss army supply, and the two should wipe each other out. And that's assuming you got to the point where you could sacrifice SCVs. Very battle dependent, but if two armies are coming out even, and Protoss can have insta-warpins, that's where the discrepancy is.
anon734912
Profile Joined October 2012
South Africa19 Posts
November 03 2012 23:06 GMT
#163
On November 04 2012 06:13 Gfire wrote:
Does anyone think it would work to make FFs unable to be placed on top of enemy units, and your own units have to move out of the way first? The same mechanic as placing a building, basically.


I really like this idea. It would be impossible to use it to split your opponent's army, but a good player will be able to cast FFs in the gaps. It can still be used defensively and to sculpt the battlefield to your desired shape.

Ideally, I'd like to see it take up 2x2 build square and require 1 empty square at the target point to be allowed to be cast.
Sambobly
Profile Joined September 2010
Australia241 Posts
November 04 2012 00:02 GMT
#164
You need to nerf forcefields and fungal growth but your ways are not the best. Concerning FF i'm not sure what is to be done, but with infestorsd I feel that fungal should just have its radius decreased by 0.5. That would make a huge difference. Also, Terran is getting absolutely destroyed at all levels currently, does not deserve any nerfs to the marine.
Cabinet Sanchez
Profile Joined February 2011
Australia1097 Posts
November 04 2012 00:09 GMT
#165
The more I see fungal growth completely lock up units entirely in matches, the more it pisses me off. I'd even be ok with 80% slowdown of movement or something but 100% is just a complete bastard.
Warpath
Profile Joined April 2010
Canada1242 Posts
November 04 2012 00:44 GMT
#166
Weaken the new sentry spell a tad and let it be cast on enemy structures as well. It could have some pretty interested bunker bust implications, as well as force some additional micro against zerg amies sitting on top of spine crawler walls
WniO
Profile Blog Joined April 2010
United States2706 Posts
November 04 2012 00:45 GMT
#167
On November 04 2012 08:06 anon734912 wrote:
Show nested quote +
On November 04 2012 06:13 Gfire wrote:
Does anyone think it would work to make FFs unable to be placed on top of enemy units, and your own units have to move out of the way first? The same mechanic as placing a building, basically.


I really like this idea. It would be impossible to use it to split your opponent's army, but a good player will be able to cast FFs in the gaps. It can still be used defensively and to sculpt the battlefield to your desired shape.

Ideally, I'd like to see it take up 2x2 build square and require 1 empty square at the target point to be allowed to be cast.

yeah that might have worked when we all first started to play and they could have balanced around that, but at this point FF's are so key to almost every point in the game that it would make protoss obsolete, or like i said take ages to balance just for 1 tiny change.
DiLiGu
Profile Joined December 2011
United States185 Posts
November 04 2012 01:09 GMT
#168
Why isn't spawn army covered in this?
PineapplePizza
Profile Joined June 2010
United States749 Posts
Last Edited: 2012-11-04 01:28:55
November 04 2012 01:26 GMT
#169
Would anybody here want to test out these sort of changes to FF / Fungal / Roaches on an edited map? I could cook something up in a few minutes if you could agree on a set of changes.

I like Fungal being a slow instead of a root, but I don't feel very good about the damage output being as high as it is. I don't like the ability locking out blink, either, cause mid / late game stalker pokes could be cool to watch. I guess if 8 seconds of attack / movement speed slow, and 38 damage isn't enough, you could try reverting the neural parasite change.

You need to think of something else for the force field replacement. I'm thinking it would be wiser to just increase forcefield cost, and then compensate for the change by making it unbreakable by massive units. Maybe buff guardian shield and sentry health? I dunno, really. The whole thing is just a terrible, terrible mess.
"There should be no tying a sharp, hard object to your cock like it has a mechanical arm and hitting it with the object or using your cockring to crack the egg. No cyborg penises allowed. 100% flesh only." - semioldguy
Oogray
Profile Joined October 2012
Australia6 Posts
November 04 2012 12:45 GMT
#170
+1 there are at the very least major minor tweaks as I call them that should be done like unit pushing, micro able air in particular the carrier and the miss shot variance for cliffs is a dam fine idea too its still implemented in every moba and probably warcraft 3?
Axxis
Profile Joined May 2010
United States133 Posts
November 04 2012 13:26 GMT
#171
Honestly I think your changes to the infestor would make it stronger. Reducing enemy atk speed? Do you know how much dps marines would lose? If a zerg lands 3-4 fungals that is an insane amount of mitigated dmg while slowing them so they can't exactly get away or kite either. I think forcefield is a bit strong right now and there are a few things they could do but removing it entirely would create several problems. I think fungal AND force field should be researched. Both infestor and sentry should be given a cheaper and weaker ability to replace. This would overall make the unit stronger (more spells) so it would keep the players of the race happy while limiting the use of the 'OP' spells. And as long as the new spell isn't something worthless but yet still fairly weak, it shouldn't create any imbalances.
What we obtain too cheaply; we esteem too lightly. It is in dearness only that gives everything it's value.
Highways
Profile Joined July 2005
Australia6120 Posts
November 04 2012 13:26 GMT
#172
Amen brother!

Forcefields and Fungals are two massive reason for the boring gameplay of SC2
#1 Terran hater
targ
Profile Blog Joined December 2010
Malaysia445 Posts
November 04 2012 14:13 GMT
#173
On November 04 2012 10:26 Ooshmagoosh wrote:
Would anybody here want to test out these sort of changes to FF / Fungal / Roaches on an edited map? I could cook something up in a few minutes if you could agree on a set of changes.

I like Fungal being a slow instead of a root, but I don't feel very good about the damage output being as high as it is. I don't like the ability locking out blink, either, cause mid / late game stalker pokes could be cool to watch. I guess if 8 seconds of attack / movement speed slow, and 38 damage isn't enough, you could try reverting the neural parasite change.

You need to think of something else for the force field replacement. I'm thinking it would be wiser to just increase forcefield cost, and then compensate for the change by making it unbreakable by massive units. Maybe buff guardian shield and sentry health? I dunno, really. The whole thing is just a terrible, terrible mess.


I'd like to see these changes too. If Fortify doesn't end up being fun, maybe Forcefield could reduce enemy armor within its area - this would encourage micro on both sides.
http://billyfoong.blogspot.com/ my other opinions are here
NeonFox
Profile Joined January 2011
2373 Posts
November 04 2012 17:05 GMT
#174
On November 04 2012 10:26 Ooshmagoosh wrote:
Would anybody here want to test out these sort of changes to FF / Fungal / Roaches on an edited map? I could cook something up in a few minutes if you could agree on a set of changes.

I like Fungal being a slow instead of a root, but I don't feel very good about the damage output being as high as it is. I don't like the ability locking out blink, either, cause mid / late game stalker pokes could be cool to watch. I guess if 8 seconds of attack / movement speed slow, and 38 damage isn't enough, you could try reverting the neural parasite change.

You need to think of something else for the force field replacement. I'm thinking it would be wiser to just increase forcefield cost, and then compensate for the change by making it unbreakable by massive units. Maybe buff guardian shield and sentry health? I dunno, really. The whole thing is just a terrible, terrible mess.


Fungal not preventing blink would make +2 blink allins too strong I feel combined with an increased roach cost.

Forcefield being unbreakable by massive units would only really impact PvP for the worse. Increasing sentry health would not be necessary if fungal only slowed since getting fungaled wouldn't lock them in place anymore.
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
November 04 2012 18:20 GMT
#175
Good post, kcdc. I completely agree with your general sentiment about how forcefield, fungal growth and vortex are bad for the game and that they should be looked at / changed / redesigned / removed, though I don't necessarily agree with the specific fixes you suggested.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
roym899
Profile Joined March 2011
Germany426 Posts
November 04 2012 19:29 GMT
#176
Imho it's sooo important to nerf Fungal now. It's the only way to introduce new playstyles because to be honest: why should Zerg build something else then Infestors?
MagnuMizer
Profile Blog Joined February 2012
Denmark384 Posts
November 04 2012 20:17 GMT
#177
I really like how you defined the problems, and your solution to those problems are also very good and creative.

I would really like to test them out, i wish there would be someone with map/mod making skills that could make this happen.

It would change the game in so many ways, but I guess that's what we are all looking for - the same awesome game that is starcraft 2, though with some minor tweaks to perfect the game balance and also make more interesting and creative ways to play other than just the standard builds and unit compositions we see all the time.

Good post.
Freeborn
Profile Joined July 2010
Germany421 Posts
Last Edited: 2012-11-05 02:27:14
November 05 2012 02:19 GMT
#178
Hey OP, great job identifying and explaining why fungal and forcefield are just really bad and limiting abilities.
I really like protoss since BW but playing protoss in WoL is really no fun, you HAVE TO place perfect force fields and you HAVE TO tech for collossus. so boring.

Some points I would like to add:

- In HotS you can no longer warp in to the high ground
- if FF is removed gateway units ABSOLUTELY NEED a buff, a skill to help with defending buildings is not enough, the units themselves need to be able to fight bio and roaches without forcefields

-An alternative nerf to fungal might be to either do damage OR immobilize and block the use of abilities
-again if fungal is nerfed something else would need a buff and this could be the hydra for example, which is still underused


So I agree with what your saying but I am not so sure about all of your suggestions.
But in principle:
-remove FF
-nerf fungal
-balance the other units again around the new situation
(-and remove vortex or even better the whole boring mothership)
Rassy
Profile Joined August 2010
Netherlands2308 Posts
Last Edited: 2012-11-05 02:45:08
November 05 2012 02:36 GMT
#179
• Fungal growth changed from complete root to 40% movement speed slow and 30% attack speed slow. Damage unchanged. Still prevents blink.

This feels like a buff to fungal.
While this allows your units to somewhat try to escape it at the same time lowers their dps with 30%?
When you got fungled your units where at least fighting, now instead of fighting you have to make some attempt to escape with 40% movement speed,(wich wont work against zerg..) fighing with 30% dps reduced does not seem an option.
Am specifically thinking about zvz roach infestor engagements here, where people usually dont want to retreat annyway, and the fungal is just extra dps basicly, not sure how this is in other matchups but at first impression this seems like a buff to fungal.

TheGreenMachine
Profile Joined March 2010
United States730 Posts
Last Edited: 2012-11-05 02:51:26
November 05 2012 02:50 GMT
#180
Well concussive slows movement speed by 50% for about 1 second and you think you will be able to micro when fungal does the same thing? The micro involved with fungal is preventing the back to back fungal using other units, and pre-splitting units so they cannot be fungaled. Theres tons of micro to be done with fungal and reducing it to a slow will not change a thing at all.

Infact its a straight buff to fungal imagine blink stalkers blink under a bunch of broods... spam fungal all the stalkers, no way in hell they will try to run, and now they have a 30% lower dps? Jeeze ur making broodlord infestor even stronger...
Don't forget to get everyone you know to play HOTS so this game we love called Starcraft will live on. Every little bit helps. ^^
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