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Changing the Mothership Core - Page 3

Forum Index > SC2 General
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WeddingEpisode
Profile Blog Joined June 2011
United States356 Posts
October 28 2016 21:46 GMT
#41
"Gateway units are bad" is as old as SC2, obviously.
What fixes have been proposed this whole time?
What if? Stalkers shot on-the-run, as in no pausing required
before firing?
Still diamond
StasisField
Profile Joined August 2013
United States1086 Posts
October 28 2016 23:07 GMT
#42
The idea sounds like it's in the right direction, but here's my idea:

Make the number of MSCs you could have built on the field tied to the number of nexuses you have in total.
Keep the 30 second cool down with no energy cost like your proposing.
Change time warp to fit your new idea.
Remove recall from the MSC.
Possibly make MSCs cost 75/75 since you will need more of them now. 50/50 is too cheap and makes losing the MSC feel like nothing. 100/100 would become too much now that it's a much weaker unit.

Then, add the Arbiter to the protoss arsenal. A couple of changes to how the Arbiter would work:

The arbiter no longer passively gives off cloak. Instead, cloak is a spell that is cast onto units. This cloak would last ~30 seconds.
The Arbiter would continue to be a T3 unit.
The Arbiter would no longer have its stasis ability since it would overlap with the Oracle's new ability.
The Arbiter would still be able to recall units to its position. This allows for protoss to have that mobility they so desperately need at the end of the game while making it easier to punish protoss players in the early and mid game.
Arbiters are still unlocked at the Arbiter Tribunal and is built from the stargate.
Cost would be 4 supply and ~250/200

Mothership is removed from the game. No longer needed as it overlaps so much with the Arbiter. MSC's "hero unit" feeling is removed as it is less of a deciding factor and can have more than 1 on the field at a time.
What do you mean Immortals can't shoot up?
halomonian
Profile Joined January 2012
Brazil255 Posts
Last Edited: 2016-10-29 00:50:55
October 29 2016 00:47 GMT
#43
On October 29 2016 08:07 StasisField wrote:
The idea sounds like it's in the right direction, but here's my idea:

Make the number of MSCs you could have built on the field tied to the number of nexuses you have in total.
Keep the 30 second cool down with no energy cost like your proposing.
Change time warp to fit your new idea.
Remove recall from the MSC.
Possibly make MSCs cost 75/75 since you will need more of them now. 50/50 is too cheap and makes losing the MSC feel like nothing. 100/100 would become too much now that it's a much weaker unit.

Then, add the Arbiter to the protoss arsenal. A couple of changes to how the Arbiter would work:

The arbiter no longer passively gives off cloak. Instead, cloak is a spell that is cast onto units. This cloak would last ~30 seconds.
The Arbiter would continue to be a T3 unit.
The Arbiter would no longer have its stasis ability since it would overlap with the Oracle's new ability.
The Arbiter would still be able to recall units to its position. This allows for protoss to have that mobility they so desperately need at the end of the game while making it easier to punish protoss players in the early and mid game.
Arbiters are still unlocked at the Arbiter Tribunal and is built from the stargate.
Cost would be 4 supply and ~250/200

Mothership is removed from the game. No longer needed as it overlaps so much with the Arbiter. MSC's "hero unit" feeling is removed as it is less of a deciding factor and can have more than 1 on the field at a time.


consider that in BW the arbiter cost 100/350
And in that vein, I would love to have the Protoss be more gas intensive as an incentive/necessity to take more bases to finance your army and promote more spread out gameplay.
I am a stubborn player and I rarely build the MSC, but I can get behind it being completely redesigned, maybe requiring templar archives and being shifted to represent the role of what the arbiter used to do with recall and stasis (removing that from the oracle). Early game defense would be warranted by photon cannons and shield battery and by shortening by a second or two the production from a regular gateway
thoughts in chaos | enjOy[dream]
StasisField
Profile Joined August 2013
United States1086 Posts
October 29 2016 04:16 GMT
#44
On October 29 2016 09:47 halomonian wrote:
Show nested quote +
On October 29 2016 08:07 StasisField wrote:
The idea sounds like it's in the right direction, but here's my idea:

Make the number of MSCs you could have built on the field tied to the number of nexuses you have in total.
Keep the 30 second cool down with no energy cost like your proposing.
Change time warp to fit your new idea.
Remove recall from the MSC.
Possibly make MSCs cost 75/75 since you will need more of them now. 50/50 is too cheap and makes losing the MSC feel like nothing. 100/100 would become too much now that it's a much weaker unit.

Then, add the Arbiter to the protoss arsenal. A couple of changes to how the Arbiter would work:

The arbiter no longer passively gives off cloak. Instead, cloak is a spell that is cast onto units. This cloak would last ~30 seconds.
The Arbiter would continue to be a T3 unit.
The Arbiter would no longer have its stasis ability since it would overlap with the Oracle's new ability.
The Arbiter would still be able to recall units to its position. This allows for protoss to have that mobility they so desperately need at the end of the game while making it easier to punish protoss players in the early and mid game.
Arbiters are still unlocked at the Arbiter Tribunal and is built from the stargate.
Cost would be 4 supply and ~250/200

Mothership is removed from the game. No longer needed as it overlaps so much with the Arbiter. MSC's "hero unit" feeling is removed as it is less of a deciding factor and can have more than 1 on the field at a time.


consider that in BW the arbiter cost 100/350
And in that vein, I would love to have the Protoss be more gas intensive as an incentive/necessity to take more bases to finance your army and promote more spread out gameplay.
I am a stubborn player and I rarely build the MSC, but I can get behind it being completely redesigned, maybe requiring templar archives and being shifted to represent the role of what the arbiter used to do with recall and stasis (removing that from the oracle). Early game defense would be warranted by photon cannons and shield battery and by shortening by a second or two the production from a regular gateway



Ah, I got the minerals/gas values backwards then haha! I was modifying the 350 to 250 as if it was minerals, not the other way around Making the MSC the new Arbiter is an idea I've thought about. The only problem is protoss's early game defense and whether or not the shield battery would actually be enough to help fend off early pressure from your opponent. The MSC and photon overcharge was introduced because of how awful PvP early game was. If somebody had a custom map with the shield battery in it, that'd be great because then I could possibly disprove my fears, but I could see the shield battery being used for aggression in PvP, possibly making the match up a 1 base vs 1 base game again with the MSC being out of the picture. As awful as the MSC feels, it is necessary for defense and very crucial for PvP to make it past the early game regularly. That's why I suggest toning down the power of the MSC to where it can basically only be used as a light defensive and offensive support
What do you mean Immortals can't shoot up?
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