I don't dislike how the Banshee works right now, but if you feel it still doesn't fit you could try to make it attack with the "Haywire" structures only, and even remove the speed upgrade if needed. But it is ok right now, I don't see it bad.
Now... about the Stalker... there were some good posts on the forum but they are lost now, so I will put it again here:
Please, keep the Stalker ingame, and make it attack only ground if you need, with the values you wish (Armor, Shield, Atck Speed, Mov Speed, Atk Range). What is the idea behind this?
Blink is one of the best micro for units in the game, and BlinkStalkers are really cool and fun to use, but because there is the Dragoon as well then they should only be able to attack ground units, while having the upgrade to get high ground vision (the can have the same range upgrade as Dragoons if you like)
That way they won't limit the Zerg gameplay, and it will as well increase the Muta play when you go Stalkers insteadof limiting it like happened when they were attacking ground AND AIR units.
I don't know who are the people testing all these stuff, and I know you are quite bussy these days Xiphias, so I hope you can check that soonish, and if I can help in something tell me please, but seriously try to put the Stalker back in the game
On August 26 2015 23:49 Sogetsu wrote: Sugestions for Stalker and Banshee
I don't dislike how the Banshee works right now, but if you feel it still doesn't fit you could try to make it attack with the "Haywire" structures only, and even remove the speed upgrade if needed. But it is ok right now, I don't see it bad.
Now... about the Stalker... there were some good posts on the forum but they are lost now, so I will put it again here:
Please, keep the Stalker ingame, and make it attack only ground if you need, with the values you wish (Armor, Shield, Atck Speed, Mov Speed, Atk Range). What is the idea behind this?
Blink is one of the best micro for units in the game, and BlinkStalkers are really cool and fun to use, but because there is the Dragoon as well then they should only be able to attack ground units, while having the upgrade to get high ground vision (the can have the same range upgrade as Dragoons if you like)
That way they won't limit the Zerg gameplay, and it will as well increase the Muta play when you go Stalkers insteadof limiting it like happened when they were attacking ground AND AIR units.
I don't know who are the people testing all these stuff, and I know you are quite bussy these days Xiphias, so I hope you can check that soonish, and if I can help in something tell me please, but seriously try to put the Stalker back in the game
There is currently a new version of the stalker up on the testmaps. It only attacks ground units as you said. Overall it is a little beefier and plays a little differently than the old stalkers. You can try it out if you search for "sbow" and look for maps uploaded by xiphias or teddybear.
Time for an update. If you want more regular updates then I suggest you join our playtest group. PM me to get added.
Macro mechanics
This has been a hot topic among the developers and among the playtesters. Currently, on the testmap, there are no macro mechanics and there are at least two reasons for that.
1. We want to get a feel of how balanced the game is without any macro mechanics, which makes it easier to compare to BW. If the game feels way off without macro mechanics, then we know that some differences within the macro mechanics we now have makes up for this and are skewed in balance.
2. We also want to see if the game could be better without macro mechanics. There are 2 fears to this ofc, and we have not decided anything yet. The first issue is that the game might be too similar to BW. The second is that the skill ceiling might be too low with this game being much less mechanically demanding than BW.
So what we want to test now, is adding mechanics into the game that does NOT affect economy or production, but both makes the game more mechanically demanding AND changes it so it's not a BW clone. Once we have a good set of such mechanics in the game THEN we can compare with live (with macro mechanics) and see which one we prefer and why.
The mechanics we are testing are changing all the time since we have not settled on a set that we are 100% satisfied with yet, but here is what we currently have. If you want more constant updates on this, then join the playtest group. The one important mechanic to keep from BW is scan for 50 energy with a 200 max pool. We've used this as our basis for the other races as well. The macro mechanic units are the same units that now cast these abilities:
Zerg: - Creep tumor, 50 energy, same as before. - Spawn baneling, 50 energy, creates one baneling that lasts for 40 seconds. - Nurture swarm that only heals units/buildings (no longer speeds up stuff), 50 energy.
Protoss: - Rift, 50 energy, reworked to make a portal on the ground that closes after 6 sec. Up to 5 toss units inside gets rifted home to the nexus when the portal closes. - Safeguard, 50 energy. Now fixed with function auto-cast which actaully makes it a lot better. Thanks to Ahli for this fix. - Chrono, 50 energy. Speeds up attack speed of cannons OR speeds up movement speed of target unit by 50% for 10 sec. Cannot target production structures or tech.
Terran: - Scan, 50 energy. - call-down MULE, 50 energy. The MULE can build and repair, but not gather resources. We don't have more for terran atm as planetary is kinda another mechanics, but we are open for suggestions here.
Like I said, these abilities are not fleshed out in functionality nor cost and will probably be changed and updated frequently.
We did really not plan to patch now, but Patch 3.0 created a lot of bugs and issues with the game. Let me start by listing the issues we have NOT been able to fix yet:
Unfixed bugs
Some mutalisks can't move sometimes when over-killing ground units.
Since this patch is kinda rushed, I have not included explenations for changes that are not bug fixes yet. I will add some later. So to the stuff that has been fixed + some changes from the testmap that we felt confident in adding to the game:
General
Fixed playing vs AI. (Broke with 3.0, Ahli fixed it )
Mouse cursor for move and attack changed to LotV style. (People disliked the campaign one and I could not find vanilla, so let's try this one!).
Most unit vision has been reduced.
All units gain +1 vision when moving.
Ideal number of workers now display correctly on main buildings.
Zerg
Fixed Zergling attack animation (broke with 3.0, Ahli fixed it )
Zergling range slop decreased. (Makes it harder to hit moving units).
Eruptor projectile speed and splash radius increased.
Hydralisk speed can now be researched properly
Mutalisks attack range changed to 3.5.
Mutalisk behavior slightly less buggy.
Mutalisk overlord trick from BW makes the mutas clump more (not as noticeable as it was in BW). This has been in the game for a long time but we did not know about it until recently. Thanks to Glave for finding it.
Terran
Mercs and reapers now need the “merc compound” to be made.
Merc size slightly decreased.
Vikings are now classified as armored. (Used to be "medium")
Protoss
Zealot range slop decreased. (Makes it harder to hit moving units).
Rift now makes a portal on the ground that activates after a delay.
At what point was it decided that you needed to have units getting stuck on ramps? I know that was a thing in broodwar (dragoons). But why do SC2 goliaths need to be stuck and require micro to get through a ramp? That wasn't a positive feature of BW. And why are the units so giggly and non-responsive? It feels like the goliaths constantly cant decide whether to move or not move when given commands, like they have a huge uninterruptable backswing animation.
We never wanted units to get stuck on ramps. And goliaths seems to be specifically unresponsive after 3.0 compared to the other units. This is not intended and please consider the potential of reporting such things as this as a bug in the future.
- SCV calldown now only works on friendly and neutral (minerals) units. - Lurker den replaced with an upgrade like in BW. It is now possible to make lurkers even if you lose your hydra den. - Nurture swarm is now only a transfuse similar to SC2. (This has been in the game for a while by mistake, but it makes sense now that lurker den is gone anyways).