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On December 24 2012 11:08 dynwar7 wrote: Yeah....tanks deal massive FF.....storm? Not so much.
Its a little unfair, Banelings and fungal should have FF too, so Zergs have to be more careful using them.
Please, read the thread or AT LEAST the page you're posting on....
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On December 24 2012 11:08 dynwar7 wrote: Yeah....tanks deal massive FF.....storm? Not so much.
Its a little unfair, Banelings and fungal should have FF too, so Zergs have to be more careful using them. Careful in like never using them at all? Giving banelings FF would break the unit, think people.
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On December 24 2012 07:27 Blargh wrote: By the way, using "FF" as an abbreviation for "Friendly Fire" is sort of annoying because so many people are used to it being "Force Field". Not really a big deal, just was confusing for the first 3 times I saw it.
Anyway, tanks and friendly fire vs zerg is actually pretty stupid. Either make it so more things have a friendly fire mechanic (ultras splash damage, for instance?) or make tanks have an upgrade that removes/nullifies friendly fire. If you remember campaign (if you played it)... there was an upgrade you could get for tanks that made friendly fire much less. In fact, there were about 10 upgrades that would add a lot more depth and actually be good changes if Blizzard implemented them. More upgrades = more choices = better game. I don't agree with that sentiment. Starcraft has always been relatively simple. Low numbers of units, upgrades and research but incredibly diverse and hard to play. Simply adding more upgrades into the game doesn't necessarily improve the game at all
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Yeah give friendly fire to Fungal! Perhaps Broodlord/Infestor wouldnt be so damn good if Fungal could hit the broodlings.
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Fungal should definitely be FF, because as it is now zerg can just click wherever, but with FF fungal it would take a lot more skill to not cripple your own army
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I agree that fungal should have friendly fire, if it can fungal opponnent zergs then it should affect your own army. The friendly fire dynamic is really nice and should be implemented not only on units but maps should have similar things that can do damage to units. I expect Kespa to add such maps.
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Fungal being FF would be interesting.
Then again people like Browder and Kim balance this game based on arbitrary feelings and their own diamond league experience.
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On December 24 2012 13:35 cydial wrote: Fungal being FF would be interesting.
Then again people like Browder and Kim balance this game based on arbitrary feelings and their own diamond league experience.
kim is in grandmasters, he balances.
browder is in plat, he designs.
you can do the math
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On December 23 2012 22:10 X3GoldDot wrote:Show nested quote +On December 23 2012 21:12 sluggaslamoo wrote:On December 23 2012 03:05 Callynn wrote:On December 23 2012 03:03 Forikorder wrote:On December 23 2012 03:03 Callynn wrote: Lurker did FF as well - which is why I don't get the decision to make the swarm host.
or didn't it lol.. I forgot -.-. Plague did for sure though. HoTS is not BW So why is the Tank splash taken over from BW while the lurker (SH) aoe is not? I am very much aware that HotS isn't BW >.> On December 23 2012 03:05 Gladiator333 wrote:On December 23 2012 02:56 Propelled wrote: All AoE should be capable of friendly fire, with the only exception possibly being banelings on banelings. Indeed, I don't know why it isn't currently. Design blunder? I wouldn't call it a blunder, but a poor choice. They should either add FF to all races and balance the game around that, or not add it at all. But that is simply a design choice. Don't forget that most Zerg units (in WoL) have melee or very short range (except the hydra and air) - which would punish them a lot more with FF than Terran for example, who has mostly units with a lot of range. Actually banelings really should friendly fire. Then they will be used much more carefully and there will be a lot more micro. Herp derp so many banelings is just really boring to watch. banelings doing friendly fire will make them less useful than reapers, only banelings in large numbers are effective, also banelings introduce micro already and nerfing them will make them almost unseen
Just make the banelings more powerful.
Infested Terrans in BW did friendly fire as well, and when there were neutral command centers they got used. Except they did about 1000x more damage than banelings for roughly the same cost.
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Sources of Splash Damage without Friendly Fire: Units: Hellion, Thor (AA), Colossus, Archon, Baneling, Muta, Ultra Spells: Fungal Plan. Fort.
Sources of Splash Damage with Friendly Fire: Units: Siege Tank (Siege Mode) Spells: Storm, EMP, Nuke, HSM
I think that Blizzard's intent was that no unit's basic attack should do friendly fire, but rather only spells, so that you are consciously choosing to take the risk of damaging your own units, and not have them do it on their own. The one quasi-exception is the siege tank, and in this case you are accepting the risk by activating siege mode (just like activating a spell), and the unit was designed with this in mind. Even in BW (so far as I recall), the only sources of splash with friendly fire were spells, and not basic attacks (except sieged tanks and infested terrans).
Every spell with splash (except Fungal) also does friendly fire; Fungal probably doesn't because it would be too damaging to lings, especially with chain fungals (30 damage per fungal, 35 health on a ling, and before patch 1.3 it was 36 damage), whereas Zealots can tank Storms.
Helpful links: Liquipedia: SC2 Splash Damage Liquipedia: BW Splash Damage
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I don't agree with having collos have ff but i think aoe such as fg should be friendly fire as well.
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The baneling chainreaction explosions. lol One explodes then no army left. :D
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Wouldn't the remove of friendly fire essentially end the death ball? To reduce friendly fire one would likely spread their units more right? AKA YES PLZ!
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Analyzing the splash attacks/spells and their friendly fire potential:
Colossus: Medium impact, because of the horizontal line which mostly hitting enemy lines perfectly to begin with. Biggest impact on Zealots and when Zerglings, ITs, Broodlings, Roaches close into the Protoss army. Archon: Big impact, would splash Zealots and other Archons. If fighting in melee range, it would splash itself. really stupid Baneling: Big impact. Chainreactions would kill all banelings if one died. The unit with its current stats would become completly useless. really stupid Infestor: Low to medium impact. If combined with a projectile (HotS) it might become extremely bad. With an instant fungal, it would mostly just mean that people had one more reason to aim very exactly. Might have some influence when combined with melee units that chase kiting opponents (zergling, baneling). Interesting in the light of wanting to nerf fungal. Mutalisk: Big impact. A Mutalisk would kill itself. probably really stupid Ultralisk: Big impact. Would splash other Ultralisks, Zerglings and Banelings and when in melee range (Ultras have 1range!) it would splash itself. really stupid Hellion: Big impact. Would kill itself faster than the units it should kill. really stupid Thor (anti air): Low impact. Would probably have the biggest impact when fighting Broodlords with Mech, as the corruptors could try to close in to draw friendly fire on the vikings. might be interesting, but seems completely unnecessary Planetary Fortress: Big impact. Would kill its mineral line or the SCVs repairing it and everything sourrounding it faster than the actual attacks. Would turn this building useless.really stupid
So yeah, all in all it seems like most of the units were designed not to have friendly fire. I guess it would be interesting to test on some units (Infestor, Colossus, Thor).
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On December 24 2012 13:38 rysecake wrote:Show nested quote +On December 24 2012 13:35 cydial wrote: Fungal being FF would be interesting.
Then again people like Browder and Kim balance this game based on arbitrary feelings and their own diamond league experience. kim is in grandmasters, he balances. browder is in plat, he designs. you can do the math Was going to say, I was sure at least one of the two was Masters if not GM. From a HOTS perspective adding FF to Fungal seems like a premature change with all the new updates to the Infestor. It seems like a rather unnecessary complication with a large transition and new/retunring influx of players in the next six months.
I was always confused as to why Colossus didn't do splash, but at this point I don't think that it would be doing balance any favors especially in PvP. Think of 10+ Colossi basically creating a death trap for chargelots and other ground units both dealing friendly damage.
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Friendly fire on colossus would be interesting to say the least. It would certainly make immortal play in PvP more viable because the enemy colossus will help melt their own wall of chargelots so your immorts can start hitting the money units. It would also reduce the viability of a huge concave with a bunch of colossus because then instead of a line it's a parabola that arcs towards your own units. I'd love to test this one out.
Infestor fungal ff? Yes please. Maybe not even damage the units if it's too crippling, maybe just root friendly units without damaging them? Or maybe some upgrade that stops friendly units from being damaged. But I would loooove to see this one get implemented to mix up some strategies.
Thor I'm indifferent about, but then again it could open up things like corruptor bombs or something.
TL;DR - I would love to see Colossus and Fungal both have friendly fire to try and mix up PvZ which I have to admit is unbearable in its current state.
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On December 23 2012 02:49 [O]ops wrote: I'm pretty sure plague had FF so I don't see why fungal shouldn't
since most zerg armies are lings,infestor,roach/muta even hydra nowadays.. very weak units against fungle
it would completely ruin the zvz matchup and also the zvT (baneling being FF fungled and insta die)
its good as it is right now. should stay like this,
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I've always thought of how psionic storm barely brushes charging zealots and archons with damage in PvX. I find it kind of unjust, because if storms barely do any damage, Protoss can just storm all over the place in hopes of hitting whatever race they're against without needing to worry about losing zealots to their own storms. Storms should be placed more carefully. So that's how I feel about friendly fire. Fungal friendly fire would analogically make sense too; Zergs would need to be more careful when placing them, and auto-fungals and auto-storms would actually be pretty entertaining to watch on a higher level, making the game more interesting.
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Now that I think about it. I would like to see friendly fire on collossus. That unit has helped noobs win for long enough. Everything else should be the same though.
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Fungal definitely needs FF. Given that hellions are used primarily to harass, I think FF on them could work. They would need a slight buff to compensate. i was under the impression colossi already did FF?
On December 25 2012 01:13 rezzan wrote:Show nested quote +On December 23 2012 02:49 [O]ops wrote: I'm pretty sure plague had FF so I don't see why fungal shouldn't since most zerg armies are lings,infestor,roach/muta even hydra nowadays.. very weak units against fungle it would completely ruin the zvz matchup and also the zvT (baneling being FF fungled and insta die) its good as it is right now. should stay like this, Completely ruin? How? Good fungals might actually start standing out...
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