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What WoL units/mechanics are uninteresting? - Page 27

Forum Index > SC2 General
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dokugami
Profile Joined December 2010
United States59 Posts
June 01 2011 16:38 GMT
#521
On June 02 2011 01:33 Eknoid4 wrote:
Show nested quote +
On June 02 2011 01:30 bonifaceviii wrote:
On June 01 2011 15:03 dreamsmasher wrote:
turn the warp prism into a mobile shield battery + warp in. give it a t3 upgrade to make it into a warp in arbiter!

I really like the warp-prism-as-shield-battery idea. That would be cool and none-too-overpowering because they're made of paper anyway.

so overpowered.

while we're at it lets give overseers instant free nydus canals

I think a better comparison would be giving dropships the ability to heal bio. Oh wait.
redux46
Profile Joined October 2010
Canada92 Posts
June 01 2011 16:42 GMT
#522
I've always thought giving Overseer's the neural parasite spell would make them far more interesting.
dreamsmasher
Profile Joined November 2010
816 Posts
June 01 2011 16:43 GMT
#523
On June 01 2011 02:17 GreatOldOne wrote:
Blizzard made a stupid announcement. Marines are the most standard and boring unit in the game, should we remove them?

Seriously, they should start basing their decisions upon good competitive play and not interest.



marines have like one of the highest skillcaps for use in the game what?
mevy
Profile Joined May 2011
Sweden13 Posts
June 01 2011 16:44 GMT
#524
Theres no particular unit I think is flawed, but I wished units moved and behaved differently. Engagements feels so surgical in SC2, you can tell who will win a battle 3-4 seconds in, and the slippery slope is so steep.

I wish units had reaction time and a little bit of randomness in path finding. If players cant maintain a 200 supply army in a ball while moving it around the map, they will split their armies into different groups and battle on different fronts/flanks. I cant explain why I want this from a logical viewpoint, I just love broodwar battles which goes on forever, with armies several layers deep, I dont think we will ever see something similar because of how SC2 units move and behave.
PH
Profile Blog Joined June 2008
United States6173 Posts
June 01 2011 16:48 GMT
#525
On June 01 2011 17:38 Yaotzin wrote:
Show nested quote +
On June 01 2011 17:34 PH wrote:
On June 01 2011 17:24 Yaotzin wrote:
a) esports != BW. There are other esports, and it would exist without BW.
b) the annoyance is at people who want nothing BUT BW units. Of course it is SC2, of course it should have BW units. But it should also have different units.

SC2 would not be anywhere near what it is today without BW. SC2 owes nearly all (not all, but nearly all) of its success to BW. Sorry, but that's just how it is.

Why don't people read what they quote? I was talking about esports, not SC2. Of course SC2 is what it is because of BW, it's a fucking sequel.

Then I don't understand the relevance of what you wrote earlier. You're nitpicking on the semantics of what other people wrote for the sake of argument. That's completely pointless.
Hello
Rabiator
Profile Joined March 2010
Germany3948 Posts
June 01 2011 16:52 GMT
#526
On June 02 2011 01:42 redux46 wrote:
I've always thought giving Overseer's the neural parasite spell would make them far more interesting.

.... and totally overpowered, because they arent a unit which costs supply but could attack using that spell. *sigh*
If you cant say what you're meaning, you can never mean what you're saying.
Eknoid4
Profile Joined October 2010
United States902 Posts
June 01 2011 16:56 GMT
#527
On June 02 2011 01:38 dokugami wrote:
Show nested quote +
On June 02 2011 01:33 Eknoid4 wrote:
On June 02 2011 01:30 bonifaceviii wrote:
On June 01 2011 15:03 dreamsmasher wrote:
turn the warp prism into a mobile shield battery + warp in. give it a t3 upgrade to make it into a warp in arbiter!

I really like the warp-prism-as-shield-battery idea. That would be cool and none-too-overpowering because they're made of paper anyway.

so overpowered.

while we're at it lets give overseers instant free nydus canals

I think a better comparison would be giving dropships the ability to heal bio. Oh wait.

no it's like giving dropships the ability to heal all bio units at once
If you're mad that someone else is brazenly trumpeting their beliefs with ignorance, perhaps you should be mad that you are doing it too.
wwowz
Profile Joined April 2011
Canada156 Posts
June 01 2011 17:03 GMT
#528
Mothership... is the most uninteresting unit

Overpriced arbiter from sc1. Slower, her skill is useless too with the recent patches:

Although blizzard designed the mothership to be the "HERO" or the ultimate weapon of protoss,

All I can see is it being used as retreating mechanism (since the vortex makes them immune for

couple of seconds, I can't see how it is used as an offensive measure).

Also, mass recall... pretty much useless because the mothership is very slow itself...

Ideas: Make it move faster, give her more variety of skills (or replace the ones that she already has). I would love to see her using the skills she had when Blizzard first showcased the mothership. You know...the shield and the armageddon-like attack...

Deathlabel
Profile Joined May 2010
United States50 Posts
June 01 2011 17:17 GMT
#529
The OP seems to reallly attempt to nerf zerg and protoss while increasing terran so ill assume he is a terran player. Why should zerg upgrades be differentiable to others when it is not known what the other races are getting from their upgrade facilities. Why should queens lose the transfuse ability? its a strong ability but very rarely will you have enough energy unless specifically building queens for army purposes to get a lot of transfuses off. Why should there be a spell that just makes colossi not a usable unit.

1)Things that I would actually like to see from blizzard is a way of lessening the power of a protoss deathball to make it more able to be dealt with.
2) Removing upgrade to overseer as the only means of moving vision where other races have a moving vision(observer/raven).
3) Revamp the contaminate spell to make is something more usable at all times.
4) Make a Tier three unit for zerg that is less powerful overall but can attack both ground and air
5) Make carriers a more usable unit, because in its current state they are pretty useless and very rarely used.
6) Lessen emp vs toss(not drain shields)
7) Lessen the duration of sentry force fields.
8) Remove Marauder slow or lessen the duration so you are not continuously slowed. (Make the time shorter then the interval between their shots)
9) Remove the thermal lance upgrade
-This may seem silly, but if you really look at the underlying problems with the deathball, it could be that the lack of ability to stay in range to kill collosi while not dying to the stalker meatshield could be mitigated if you remove the range upgrade and keep collosi at their starting range. Just a suggestion. =]


3 UNITS THAT NEED TO BE REVAMPED:
1) Colossus(remove thermal lance)
2) Reapers(pretty useless since they were slowed. They should try making them a more viable unit in armies rather than the unit they were when they were just rushed for gay early harass than useless mid to late game)
3) Overseer (I think the upgrade should be removed completely tbh, and just leave the speed and other upgrade in the hatchery)

Ik some of my ideas may be a little biased, i tried not too, and I am sure that not all my ideas would be perfect balance, but I think that atleast some of them are pretty solid ideas. Just some food for thought i guess =]
Falling
Profile Blog Joined June 2009
Canada11607 Posts
June 01 2011 17:18 GMT
#530
On June 01 2011 23:32 OrgCom wrote:

- What mechanics do you find needing tweaks? or badly designed.
HT Storms - Make it hard to use. Have large energy requirements that force you to build them much earlier to use. Make it so each HT can only storm once even at full energy. For example, Storm should cost 150 energy. Max energy should be 200. Starting energy should be 50. As compensation for the added difficulty in using this spell, the damage should be increased to have a greater impact. ie. If you land a good storm, it should be devastating. Also, ghosts should have similar treatment to make EMPs harder to use so it won't be able to counter this as easily.


I actually really would like something like this. You can tweak the numbers so it works, but the concept of trading power for number of storms, I would be down with. Right now it feels like you can fill the screen with storms and they don't do that much.

I'd rather have the ability to absolutely kill 3 key areas in the battle field because of 3 well-placed storms. It feels like you're doing something as a player, it looks exciting to the audience as those 3 key spots get pummeled and if the opponent can predict where the storms are coming, they can try to storm dodge. There's no real need to storm dodge if the whole screen is storms that do minimal damage. You would also see more high templar harass because 1-2 storms would actually clean out a mineral line.
ModeratorWake me up when Trump's term is finished. Slava Ukraini.
Eknoid4
Profile Joined October 2010
United States902 Posts
June 01 2011 17:21 GMT
#531
HT storm is incredibly hard to use vs good micro.
If you're mad that someone else is brazenly trumpeting their beliefs with ignorance, perhaps you should be mad that you are doing it too.
ALPINA
Profile Joined May 2010
3791 Posts
June 01 2011 17:26 GMT
#532
On June 02 2011 02:21 Eknoid4 wrote:
HT storm is incredibly hard to use vs good micro.


You mean aim+click? Yeah that's extremelly hard.
You should never underestimate the predictability of stupidity
Carmine
Profile Joined September 2010
United States263 Posts
June 01 2011 17:26 GMT
#533
On June 02 2011 01:48 PH wrote:
+ Show Spoiler +
On June 01 2011 17:38 Yaotzin wrote:
Show nested quote +
On June 01 2011 17:34 PH wrote:
On June 01 2011 17:24 Yaotzin wrote:
a) esports != BW. There are other esports, and it would exist without BW.
b) the annoyance is at people who want nothing BUT BW units. Of course it is SC2, of course it should have BW units. But it should also have different units.

SC2 would not be anywhere near what it is today without BW. SC2 owes nearly all (not all, but nearly all) of its success to BW. Sorry, but that's just how it is.

Why don't people read what they quote? I was talking about esports, not SC2. Of course SC2 is what it is because of BW, it's a fucking sequel.

Then I don't understand the relevance of what you wrote earlier. You're nitpicking on the semantics of what other people wrote for the sake of argument. That's completely pointless.


No he wasn't. The other poster was equating E-sports with SC2. He pointed it out.

On a seperate note:

Marauders and Roaches are not boring. The hydralisk in SC1 couldn't do anything but attack, but it still had its place. Marauder slow is an interesting ability and it may not have a specific counter micro, but it creates tense situations. Roaches have speed, burrow-move, and fast regen.

I want to make a custom game where every single attack of a unit is prefaced with a guitar hero-esque mini game, that way we can have no strategy but whoever has the higher apm would win./sarcasm
Terran was created third, with purity of tanks.
Falling
Profile Blog Joined June 2009
Canada11607 Posts
Last Edited: 2011-06-01 17:31:36
June 01 2011 17:30 GMT
#534
On June 02 2011 02:21 Eknoid4 wrote:
HT storm is incredibly hard to use vs good micro.


But it doesn't do much and it is actually quite easy to fill the screen with storms compared to BW. Hold t and start clicking. Obviously people don't want to get rid of smart-casting so storm's power has been nerfed. Compare it to the BW storm- storming mech actually put significant damage- 2 storms would take out tanks. Storming mineral lines took 1-2 storms rather than 3-4.

That's where I'd rather have power over spam minimal damage storm.

I actually wonder how armour effects BW and SC2's damage output. BW was 8 volleys of 14 damage. (112 damage). SC2 is 10 damage over ever half second. (80 damage) But BW maybe also has a bigger damage output thus overcoming armour a bit better?
ModeratorWake me up when Trump's term is finished. Slava Ukraini.
sysrpl
Profile Joined February 2010
United States222 Posts
June 01 2011 17:30 GMT
#535
Most uninteresting units:

Colossus
Marauder
Roach

Mechanics do you find tweaks:

Fix unit clumping while moving for some unit types such as marine
Increase AOE damage
Add high ground damage bonus

Other tweaks:

More environment enhancements like line of sight blockers and destructible rocks. I'd suggest moveable platforms (elevators), destructible ramps or bridges, trigger floods of water/lava, neutral structures small units can hide inside (require detector to see units), short underground pathways to bypass higher ground for units of a certain size.

Add trip wires with limited distance, fog of war spell to reduce vision in an area for the enemy, poison/disease/radiation cloud that can effect an area and any bio units that enter that for a while.

Fix the carrier, remove colossus and mothership, add new units to replace those two. Buff zealots by making charge not only give them the dash but also improve their overall speed significantly.
lightsentry
Profile Joined May 2011
413 Posts
Last Edited: 2011-06-01 17:37:15
June 01 2011 17:36 GMT
#536
On June 02 2011 02:30 sysrpl wrote:
Buff zealots by making charge not only give them the dash but also improve their overall speed significantly.

Charge already gives them increased passive movespeed oO
WombaT
Profile Blog Joined May 2010
Northern Ireland27464 Posts
Last Edited: 2011-06-01 17:39:47
June 01 2011 17:38 GMT
#537
Yeah speedlots from BW were a lot more useful than chargelots are currently. They can just be forcefielded off, fungaled etc sometimes so they don't even get to use their charge ability. If they just had a higher base speed for a start Protoss would have a more mobile force and you could rush Zealots into positions of high importance. As it is they don't really have that, plus if you autocast charge they sometimes assume retarded positions

^^ to poster above, are you sure about this? In fairness I rarely use chargelots but if they do have a higher base speed I might actually reconsider that
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
TL+ Member
Cloak
Profile Joined October 2009
United States816 Posts
Last Edited: 2011-06-01 17:40:53
June 01 2011 17:40 GMT
#538
On June 02 2011 01:43 dreamsmasher wrote:
Show nested quote +
On June 01 2011 02:17 GreatOldOne wrote:
Blizzard made a stupid announcement. Marines are the most standard and boring unit in the game, should we remove them?

Seriously, they should start basing their decisions upon good competitive play and not interest.



marines have like one of the highest skillcaps for use in the game what?


There is merit to why a Marine is a boring unit. It's pretty much the answer to everything. Every situation, matchup, and composition could do better with Marines. Their stutter step micro is one dimensional, too. Difficult to execute, but no variability.
The more you know, the less you understand.
lightsentry
Profile Joined May 2011
413 Posts
Last Edited: 2011-06-01 17:50:47
June 01 2011 17:41 GMT
#539
On June 02 2011 02:38 Ubertron wrote:
^^ to poster above, are you sure about this? In fairness I rarely use chargelots but if they do have a higher base speed I might actually reconsider that

yep chargelots move faster than regular zealots

EDIT: the movespeed increase is from 2.25 to 2.75 i believe
WombaT
Profile Blog Joined May 2010
Northern Ireland27464 Posts
June 01 2011 17:51 GMT
#540
Haha, can't say I've ever noticed it because I'm usually chilling with the rest of the ball, and in battle I tend to be concussive shelled/fungalled

I have no problem with marines in the slightest, really good stutter step micro is actually good to watch for me. They may be rather cost efficient but you really can't nerf marines without ruining Terran.

I'd happily trade a forcefield nerf for some sort of marauder nerf though. I think people have suggested making concussive shells a proc, like 50% to work, making it so you have to directly cast it, or removing stim from marauders. I would actually like to be able to pull a unit from a battle occasionally and would happily trade the ability to forcefield spam.

Regarding fixing general deathball mechanics, it's something I'd certainly be open to but it would require a MASSIVE reworking of a lot of the mechanics. There was a good thread on merely increasing collision detection which looked promising, but again can the game be reworked that much? I'm not amazing by all means but my unit control is one of my strengths from a bit of BW and a lot of WC3, and I'm finding this ability almost completely negated in anything other than early game skirmishes
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
TL+ Member
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