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How about a big change? RE: The Mothership - Page 2

Forum Index > SC2 General
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Vision_
Profile Joined September 2018
861 Posts
Last Edited: 2022-06-09 19:13:43
June 09 2022 19:12 GMT
#21
On June 10 2022 01:26 dph114 wrote:
I agree removing mothership and adding arbiter, but then i also think terran needs to be changed to as well, instead of thor add more mobile mech long range aa, whatever it is.


Comparing to some other units, thors have a real spot. And eventually, thors could benefit from a +1 range in order to avoid the stupid mass air viking in TvT. From a viewer point of view, his big collision box seems a real advantage in narrow maps. That s why Thors aren t a priority in a changes list. Without talking of spellcasters (and so rapid fire), units like Lurkers, Banelings or Disruptors, or spells like blink DT and maybe in some degree widow mines could benefit of changes before Thors.
QOGQOG
Profile Joined July 2019
834 Posts
Last Edited: 2022-06-09 21:38:18
June 09 2022 21:33 GMT
#22
On June 10 2022 00:03 Cyro wrote:
The art and most of the programming for arbiters has been ingame for most of SC2's life

Yeah, the only real issue on that front would be unit skins.

On June 10 2022 04:12 Vision_ wrote:
Show nested quote +
On June 10 2022 01:26 dph114 wrote:
I agree removing mothership and adding arbiter, but then i also think terran needs to be changed to as well, instead of thor add more mobile mech long range aa, whatever it is.


Comparing to some other units, thors have a real spot. And eventually, thors could benefit from a +1 range in order to avoid the stupid mass air viking in TvT. From a viewer point of view, his big collision box seems a real advantage in narrow maps. That s why Thors aren t a priority in a changes list. Without talking of spellcasters (and so rapid fire), units like Lurkers, Banelings or Disruptors, or spells like blink DT and maybe in some degree widow mines could benefit of changes before Thors.

Speaking of switching out units, I'd love to see overly swingy Widow Mines and/or Hellions removed in favor of Vultures. I think that would make mech a lot more viable.
PartingFan
Profile Joined July 2020
17 Posts
Last Edited: 2022-06-10 04:24:02
June 10 2022 04:23 GMT
#23
On June 10 2022 00:03 QOGQOG wrote:
Yeah, the only real issue on that front would be unit skins.


Arbiters and all SC1 units are available in Campaign and Coop (as enemy units)
Vision_
Profile Joined September 2018
861 Posts
Last Edited: 2022-06-10 06:30:07
June 10 2022 06:26 GMT
#24
On June 10 2022 06:33 QOGQOG wrote:
Show nested quote +
On June 10 2022 00:03 Cyro wrote:
The art and most of the programming for arbiters has been ingame for most of SC2's life

Yeah, the only real issue on that front would be unit skins.

Show nested quote +
On June 10 2022 04:12 Vision_ wrote:
On June 10 2022 01:26 dph114 wrote:
I agree removing mothership and adding arbiter, but then i also think terran needs to be changed to as well, instead of thor add more mobile mech long range aa, whatever it is.


Comparing to some other units, thors have a real spot. And eventually, thors could benefit from a +1 range in order to avoid the stupid mass air viking in TvT. From a viewer point of view, his big collision box seems a real advantage in narrow maps. That s why Thors aren t a priority in a changes list. Without talking of spellcasters (and so rapid fire), units like Lurkers, Banelings or Disruptors, or spells like blink DT and maybe in some degree widow mines could benefit of changes before Thors.

Speaking of switching out units, I'd love to see overly swingy Widow Mines and/or Hellions removed in favor of Vultures. I think that would make mech a lot more viable.


I agree. The idea of vultures with mines is great, but casual or hardcore players can have problems to deal with it while they are interessant at pro level. As the game is really APM demanding, some units are really frustating, and if vultures/mines are introduced, the challenge would be to make them appealing regardless your skill level (especially against invisibility). That s why i propose some strategic changes as decrease the number of workers by 2, use forbidden ground to allow harvesting at distance (and protect workers), decrease fights overall speed and more....
outscar
Profile Joined September 2014
2832 Posts
June 10 2022 19:28 GMT
#25
Every new unit on SC2 was basically trash and good units were copypaste from BW. I'm down for arbiter but I don't believe there's anyone left in team to risk pushing new units. I'm not hating SC2 by the way, I really think it still has so much potential.
sunbeams are never made like me...
QOGQOG
Profile Joined July 2019
834 Posts
Last Edited: 2022-06-10 22:39:42
June 10 2022 22:38 GMT
#26
On June 10 2022 13:23 PartingFan wrote:
Show nested quote +
On June 10 2022 00:03 QOGQOG wrote:
Yeah, the only real issue on that front would be unit skins.


Arbiters and all SC1 units are available in Campaign and Coop (as enemy units)

And that includes variants for all the different skins they've released for Competitive? I wasn't aware, but if that's the case, great!

On June 11 2022 04:28 outscar wrote:
Every new unit on SC2 was basically trash and good units were copypaste from BW. I'm down for arbiter but I don't believe there's anyone left in team to risk pushing new units. I'm not hating SC2 by the way, I really think it still has so much potential.

Don't know I'd 100% agree, but I do think that there were/are some issues with units that either made different races feel more similar to one another (i.e. adding a tanky, short-range, ground-to-ground tier 1.5 unit with a movement-related gimmick to all three) or just didn't have a clear vision for how the unit should actually work (Swarm Host, Reaper, most high-tech Protoss units).

The Mothership strikes me as a particularly weird, vestigial unit, hence the original post. Since the Mothership Core was removed it just doesn't make much sense, and despite being a meme for years has barely been tweaked. Now, the concept of a powerful but slow-moving unit you'd have to deal with by splitting your opponent's attention or otherwise outmaneuvering them is totally fine, but that's literally what mass Carriers do and have done since SC1. And it's just straight-up worse than an Arbiter despite the fact you can only build one (who would want more?) and the absurd cost. The concept is not inherently poor design in and of itself, but there was seemingly no care put into whether it had an open niche.

I have a very, very slight hope that an update might at least try what I'm suggesting now that there's a group beyond Blizzard looking at balance, but it's been pretty much radio silence since that one patch, so I'm certainly not holding my breath.
WombaT
Profile Blog Joined May 2010
Northern Ireland25537 Posts
June 11 2022 13:46 GMT
#27
The mommaship has largely sucked for a decade, but hey at least we got that archon toilet from Squirtle
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
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