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On March 25 2011 15:54 iCCup.Diamond wrote:Show nested quote +On March 25 2011 15:51 Wolf wrote: Double warpgate research time. Would change the game dynamically.
Ha.. ha. They tried something like that before, all it did was change PvP from 3 warpgate all ins into 4 warpgate all ins. Another double would probably make it 7 gate all ins......  Not really, if the increased Warpgate research time by 20-30seconds, it would mean that an immortal can be chrono'd out before warpgate tech is finished
It also means that one side actually has a form of defenders advantage, as the increased time in warpgates would mean that you would need to produce a round of units off gateways, instead of pooling the money till warpgate is done, thus the side defending will have more units out at their base to defend any proxy pylons until Warpgate is actually done (or the othersides units cross the map)
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Wouldn't it be way more awesome if the laser beams were different colors?
You have me sold on this point alone. lol
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love the idea.
maybe not the lasers as much as the units themselves to be more strongly colour based in design (so that you can actually tell them apart).
if the lasers were too colourful, it'd be like a rave rainbow, too much stuff lol. maybe slight colour tint on lasers.
but def. on the units.
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To improve defender's advantage, i think the solution is probably the buff normal gateway and make units trained from normal gateweay finish faster than warpgate cd.
So it's a decision. if you want to warp in units instantly anywhere, the cd is longer so ultimately you have less units than if you just make units from the gateways.
For example : Warp in zealots = 5 sec + 28 sec cd = 33 sec zealot build time Build time of zealots out of normal gateway = 38 sec Thus warping in = more zealots than making from normal gateways right now
IF gateways are buffed so that making zealots out of normal gateway = 28-30 sec. compared to warpgate cd of 33 sec Making units out of normal gateway is more advantageous for defenders.
This will make decision making more interesting as well. In any case with larger maps nowadays, proxy gates are even more unrewarding. The numbers can be tweaked of course.
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On March 25 2011 19:42 dtz wrote: To improve defender's advantage, i think the solution is probably the buff normal gateway and make units trained from normal gateweay finish faster than warpgate cd.
So it's a decision. if you want to warp in units instantly anywhere, the cd is longer so ultimately you have less units than if you just make units from the gateways.
For example : Warp in zealots = 5 sec + 28 sec cd = 33 sec zealot build time Build time of zealots out of normal gateway = 38 sec Thus warping in = more zealots than making from normal gateways right now
IF gateways are buffed so that making zealots out of normal gateway = 28-30 sec. compared to warpgate cd of 33 sec Making units out of normal gateway is more advantageous for defenders.
This will make decision making more interesting as well. In any case with larger maps nowadays, proxy gates are even more unrewarding. The numbers can be tweaked of course.
dude what
this thread is about colors
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Yeah it was but it kinda went to pvp "balance" for the last few posts or so. Nothing to disagree with the cool colours of course. I wish FF are also of different colours.
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Yeah, Protoss have the least distinctive colour scheme. So much blue. Differently coloured lasers would definitely help observability. Good idea, OP.
ZvZ also has these problems but to a slightly lesser extent. Some strong colour differentiating would really help there.
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This is only accepted, if Dark Templars will have purple swords.
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On March 25 2011 19:53 Bobster wrote: Yeah, Protoss have the least distinctive colour scheme. So much blue. Differently coloured lasers would definitely help observability. Good idea, OP.
ZvZ also has these problems but to a slightly lesser extent. Some strong colour differentiating would really help there. Baneling Acid of team colors, Roach Acid of team colors (no this one is screwed up as hell)
honestly though ZvZ i can barely tell whose lings are whose.
TvT should have projectiles that explode into team color themed fireworks =P
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On March 25 2011 19:59 Blasterion wrote:Show nested quote +On March 25 2011 19:53 Bobster wrote: Yeah, Protoss have the least distinctive colour scheme. So much blue. Differently coloured lasers would definitely help observability. Good idea, OP.
ZvZ also has these problems but to a slightly lesser extent. Some strong colour differentiating would really help there. Baneling Acid of team colors, Roach Acid of team colors (no this one is screwed up as hell) honestly though ZvZ i can barely tell whose lings are whose. TvT should have projectiles that explode into team color themed fireworks =P TvT is more of a tactical game, you never see something like Speedling vs Speedling where you can't even tell what is going on, it is about positional control and smart plays, even if both teams were the same color you would easily be able to tell who is winning or what is going on in a fight in TvT. It is knid of the same with PvP when Colossus get out.
But I'll give you banelings though, Baneling/Ling vs Baneling/Ling is x10 more confusing than than Stalker vs Stalker...but it usually finishes x10 faster
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I agree with this because it makes it easier for spectators. However, that is not the main problem. The real problem is the strength of team color. If you press alt F as the player you turn STRONG green and the opponent turns STRONG red, making it easily distinguishable. This green and red are different from picking green and red. They are way stronger and stand out more. The problem is that all other colors when not in this mode are much weaker, and I see no reason why. It makes it harder on spectators and it just doesn't make sense.
Solution? increase the strength of all team colors to match the strength of the alt F ones. Why include weaker team colors?
That being said, I still agree with what this thread suggests. It has been suggested before along with other things that make sense, like colored forcefields, colored warp in animation, colored scans, stuff like that.
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I just had a brain flash of Stalkers firing red lasers.. DO IT BLIZZ! :D
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Mods should totally warn people who talk about balance in this thread, which is clearly about whether or not it would be awesome to see Stalkers firing pink laser beams.
They clearly did not read the OP!
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On March 25 2011 19:56 kusu wrote: This is only accepted, if Dark Templars will have purple swords.
They dont carry swords, they carry Schytes.
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Netherlands45349 Posts
On March 26 2011 01:55 Rylaji wrote:Show nested quote +On March 25 2011 19:56 kusu wrote: This is only accepted, if Dark Templars will have purple swords. They dont carry swords, they carry Schytes.
Some of them carry swords, other carry scythes, actually one of the only(or the only) units who has 2 different models in game I believe(distinct in multiplayer) http://wiki.teamliquid.net/starcraft2/Dark_templar Check the pic which comes with the page.
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intrigue
Washington, D.C9934 Posts
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would love it if lasers were different colors
also a chronoboost tinge would be sweet!
good idea dude!
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United Kingdom36161 Posts
Amen to the OP. Firstly just because it'd be totally cool.
It can be hard to distinguish your own units in a mirror, especially when they're jumbled up. Can't imagine what it's like for the Zerg!
Recently I had a battle where it looked like I was losing horribly, carnage everywhere. Boxed my units to run away any survivors, turned out 8 of the 10 units left were mine :/
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On March 25 2011 19:42 dtz wrote: To improve defender's advantage, i think the solution is probably the buff normal gateway and make units trained from normal gateweay finish faster than warpgate cd.
So it's a decision. if you want to warp in units instantly anywhere, the cd is longer so ultimately you have less units than if you just make units from the gateways.
For example : Warp in zealots = 5 sec + 28 sec cd = 33 sec zealot build time Build time of zealots out of normal gateway = 38 sec Thus warping in = more zealots than making from normal gateways right now
IF gateways are buffed so that making zealots out of normal gateway = 28-30 sec. compared to warpgate cd of 33 sec Making units out of normal gateway is more advantageous for defenders.
This will make decision making more interesting as well. In any case with larger maps nowadays, proxy gates are even more unrewarding. The numbers can be tweaked of course.
The cooldown is not increased by the warp in time. It's still a zealot every 28 seconds.
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This is a great idea. Should be implemented immediately.
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