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I posted this on a couple of other forums already, but I wanted to see how others thought about it. Maybe, if enough people feel the same way, blizz might take heed to our concerns once again, if not, its interesting to hear other opinions anyway =)
I was wondering how people feel about the nerfed motherships, with no blackhole ability currently (or so Ive heard), the ability to make multiples, etc. Would you have preferred it as a 1-only unit?
I think that the mothership was better as a powerful unit. Maybe the blackhole was a bit too powerful, but by allowing it to be built in multiples, I fear that it's purpose may overlap the Carrier's purpose a bit, with the high end - powerful air unit. I kinda liked how you can only make one because it fits in with the whole classic "mothership" idea in scifi (only 1, most powerful, etc), and it served a unique purpose, although the line between "hero type unit" and very powerful unit would be very slim when it comes to balancing this unit. Maybe a different kind of spell is in order? Or maybe some simple tweaking is needed for its current spells. Im thinking a small AoE for blackhole with less energy cost, and make the mothership immune to blackhole.
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I'm down with having a fleet of motherships over 1.,= 'hiop[
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if you can build more than one, name change please :d
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I rather there not be any one-only units in the game. And black hole definitely wouldve been imba: put one over your opponents min line and thats a big "f u" in his face.
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Personally, I think they should make the mothership more of a passive unit. Like a special tech building (like the fleet beacon or something) that gives an overall boost to the protoss (like +50 max psi). Therefore, you could build more than 1 but there would really be no need. Also, it would still represent the highest protoss tech (+50 max psi would be pretty late game).
Then, reincarnate the arbiter in some way (basically just make some type of air caster).
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I think of it as a carrier without the interceptors.
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On August 08 2007 00:18 IzzyCraft wrote: I think of it as a carrier without the interceptors.
That's what it looks like right now. Those little lasers could bearly kill SCV's in the Nal_ra vs Savior game. I think it fits a bit better with there only being one, but then again, I'd think the protoss race would have many. Not to mention Chau Sara was decimated by about 10 of them using that huge 'earth cracker' laser or whatever it was called in the original Starcraft.
I think you should be able to have multiple. However, that late in the game, building a lot wouldn't happen often as they should be worth a large ammount of supply and resources (so they don't cancel out the carrier). The Protoss player should have two choices; ground units + mothership, or carriers. If they have both, then their opponent must be pretty bad. Don't read what I just typed and be like "OMG FOOL NOWAI!" It would obviously need more balancing work beyond what we saw at WWI and Blizzcon.
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On August 08 2007 00:03 useless wrote: I rather there not be any one-only units in the game. And black hole definitely wouldve been imba: put one over your opponents min line and thats a big "f u" in his face.
Black Hole is vs Air only oo?
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I prefer if there's only one mothership. Maybe Blizzard can make it so black hole doesn't do any damage, but instead transports units (even enemy units (to make them waste time moving back to the previous location)) to any part of the map?
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As long as they make the mothership completly different from both the new arbiter unit and the carrier im happy. If they both end up as supporting casting flyers that wouldnt be too good. I guessing either blizzard manage to find a role unique role for all three of those fliers or one of them will leave the game the next month or so
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Isn't the mothership an updated arbiter right now? It has the cloaking field and all. I didn't see the arbiter in the tech tree...
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They should allow building of multiple Motherships, but the cost and benefits of building more than one should be prohibitive. It could have a healing aura or some other benefits that doesn't stack with multiple motherships + high supply cost, so if you build multiple motherships you won't have a decent army. They should keep the black hole, it's a very cool ability and with small AoE and high mana cost it will be fine.
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i dont think the black hole is a "cool ability". something that just outright kills every fuckin unit in its radius regardless of unit type and hp is just too strong and on a sidenote incredibly uncreative. that being said i really dislike the whole mothership idea anyway cus i think it is IMPOSSIBLE to balance correctly. Either it will be too powerful or , what i think is more likely, it will just be too slow/expensive and too easily outmicroed/avoided to ever be a real option in a game between 2 high calibre players.
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I loved the Mother Ship's ability Planet Cracker against newbs. Just going back and forth owning their workers. ^_^
Basically, its like irridating a science vessel and flying it over. Except it looks more like the ship from Independence Day with Will Smith. Pretty sweet ^_^
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I think they can do the following:
1. Take it out and put the reaver back in 2. Leave it in, allow multiple, but change the name (like someone mentioned) 3. Leave it in, allow one, old abilites, but nerf/change them a little
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I vote for: Leave it in, allow multiple, change the name and put the Reaver back in.
But that's just me.
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I vote for remove/change mothership, put back in reaver and allow immortal to hit air. Doesn't seem they have enough ground anti air. Just stalker and I don't think its damage is that much...
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make it go the way of the soul hunter. Unit limits in starcraft is the most stupid idea.
I think they should just make it smaller and have itas another type of caster.
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Stalker seems like fine anti-air because it possesses the ground-to-air quality that no other ground-to-air unit has: mobility. Short of water or unpassable terrain, Stalkers nullify the air units' capability to hover over a cliff. By being able to almost match air units in mobility, Stalkers possess a quality that, even if their damage isn't high enough, no other anti-air unit has. Goliaths in Brood War try to make up for this lack of mobility with high range, but that doesn't always work out.
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The mothership is now currently an Arbiter with a planet cracker is it not? 
As for blackhole, shooting it like the way when SC2 was announced(similar to EMP) would have very high potential to be used in ways considered imbalanced.
Therefore, to have it in the game without being so imba, my suggestion is casting blackhole suicides the mothership (explodes or implodes) then a blackhole appears in its place. Good trade, don't you think?
Timebomb actually seems like it's for ghosts. Prolly as a hp sacrificing spell like it is for stimpacks but maybe for last ditch attempts (reduce until 1%?). Ghost prices should also be raised due to the rarity of the high level Psi powered terrans. Increase number of skills/spells and be like a luxurious unit (dark archon).
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i say remove the motherfuckingship totally
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Uh, there is no limit on the Mothership. And it can't cloak, I believe.
The people who want to remove it in this thread, have you played the beta?
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So about the black hole...
Why not make it like a real black hole in that the "hole" itself is a pinpoint singularity the sucks everything towards it? It encourages pinpoint accuracy, for one thing, and secondly it allows units to escape, with smaller faster units having an advantage in being able to escape it vs bigger more massive units (though everything should have a shot at escaping if the player responds quickly enough).
In other words, it wouldn't just insta-kill everything in a given radius, but it could *potentially* kill everything in a radius, if the opponent had poor micro or was distracted.
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having a casting time on the black hole would be nice, like the whole activates, and then time passes before it actually starts sucking in anything
another possibility is having the black hole affect allied and self units, maybe even affecting the mothership itsself, being a kamikazee type unit
imo it would be no different then the current nuke, which rarely is seen in pro games anyways. Which will make the mothership all that more outstanding when it IS used.
Think about it, we see tanks, vultures, goons zealots templar in every game, what makes games headline worthy is when the terran busts our a nuke or the toss starts webslinging. There is a place for rarely used units
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Is it just me or is the Mothership probably gonna suck now and cost way too much to have a slow ass move called Planet Cracker that seems like anybody and their mother could avoid.
Did it still have that super shield thing? No one has mentioned that yet. If they took that out too I could understand it sucking but if that's still there then nevermind it's still a god damn big tank essentially.
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On August 08 2007 06:34 rS]taCat wrote: Stalker seems like fine anti-air because it possesses the ground-to-air quality that no other ground-to-air unit has: mobility. Short of water or unpassable terrain, Stalkers nullify the air units' capability to hover over a cliff. By being able to almost match air units in mobility, Stalkers possess a quality that, even if their damage isn't high enough, no other anti-air unit has. Goliaths in Brood War try to make up for this lack of mobility with high range, but that doesn't always work out.
Good point, but I wonder how do they will balance the role of Stalkers to to the role of the Phoenix? I hope the Phoenix becomes closer to what the Corsair was. I very much like to have an anti-air ground presence, but have to deal with the skirmish ability of air. And if I really want to fight air, I make air-to-air specific units.
Terran got the Viking to equally deal with ground or air. The cobras can hit air on the run.
Zerg had scourge or hydra to deal with air early on in BW, and then either devourer or dark swarm/plague later. Wonder what they'll get this time around.
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Wow, that last post of mine was off topic.
On topic:
The Mothership is so weird, I don't know what to think.
1. If it was one unit, it'd fit the Protoss mentality of less units with bigger punch. But this is so close to the hero thing of War3 that I just didn't enjoy, I can't imagine it'd work out.
2. If it was multiple units, would it be the equivalent of BCs with psi storm? Isn't that bad, like I've been arguing all along. High Templar and Reavers and arbiters were fun b/c they packed a punch but had weaknesses. The closest thing would be Dark Archons/maelstrom vs Zerg in BW. Which early on, seemed balanced b/c of cost problems and the fact that it required other units to do the damage after maelstrom. But in the end game high resource late game, were they too good vs Zerg? Or only too good vs Devourers and Ultras? And only with proper support? Since Mofos and BCs can attack and fly, they just seem more powerful than the Dark Archon ever could be.
3. I'd like to see a cool looking, fun casting, arbiter replacement. The mothership seems totally wrong just by the way it looks. Make a new unit, and put the mothership in single player only I guess.
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Yea, Dknight the mofo did cloak units when it was stationary. the Planet cracker was weak and the ship cost about as much as a carrier. It sucked to me. It didn't have an unearthly amount of hitpoints like it was supposed to and it moved slow so it was an easy target.
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On August 08 2007 00:03 useless wrote: I rather there not be any one-only units in the game. And black hole definitely wouldve been imba: put one over your opponents min line and thats a big "f u" in his face.
black hole can only hit aerial units...
EDIT:
Anyone from Blizzcon know why the Mothership is so hard to get?
Whats it's minerals/gas count and its PSI / build time?
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I preferred it being just one. It gave the protoss an unique feel, knowing that other races didn't have a "superpower" weapon. I like the blackhole idea; maybe just give it an unbearable cooldown like 12 minutes.
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