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There is a really interesting thread on the Battle.net forums http://forums.battle.net/thread.html?topicId=16137710658&sid=3000
The thread focuses on ways to make the Changling a Zerg Terror weapon. The basic gist is that the changling would be able to kill small units and take there identity. Many players have put forth their version of this. So I ask the TL community "How do you think the Changeling should function?"
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The Changeling is a cool concept, but I'm skeptical about it's uses in high-level play. It seems to me like good players will almost always notice what's wrong and easily deal with it =/
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Yea, it's a neat idea, but it just isn't practical... 30seconds of work for 1 marine/zealot/hydra... I like the idea of the changling as a free (0mineral) unit that the overlord drops, and is pretty much just a really easy and practical scouting unit.
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On April 14 2009 12:55 Motiva wrote: Yea, it's a neat idea, but it just isn't practical... 30seconds of work for 1 marine/zealot/hydra... I like the idea of the changling as a free (0mineral) unit that the overlord drops, and is pretty much just a really easy and practical scouting unit.
With easymode macro you may have alot more free time on your hands
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Sounds really cool and feels really Zerg-like. Hopefully they make this unit so that it shows up on a pro level :D
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1) The changeling should be both controllable and targetable (for attacks) by teh player whos identity it is mimicking. And while doing so should not provide Visual radius. It could either not attack at all or have an attack animation with no damage depending on what is decided as the best choice for the theme of the unit. This will provide 2 ways to spot them. (a) Mouseover attack icon, (b) if they are not in a clump the lack of visual radius is an indicator. 2) The changeling should become the same unit as the majority of the 10 closest ground units within x yards. This will (a) allow it to blend better regardless of the enemy's build, (b) provide more visual clues that it is an impostor if it changes forms based on the units around it during the game.
With these 2 changes it becomes more useful for the Zerg as the enemy is able to command it, and it will more likely travel with a group of raiders. It will also put more fear into the enemy and keep them more alert to the possibility of subterfuge.
It would also allow more choices for how to deal with a discovered changeling. You could (a) Kill the unit, (b) Click the unit and tell it to run into the fog of war (possibly making it change back to zerg form as it is not close to units), (c) Send it in a small 'fake' raid to trick the zerg player into moving its armies to certain locations while you send a real strike force from a different direction. Basically using their own unit to feed false information to the player.
This idea adds more intensity to all parts of the game, from scanning over units to find intruders to mind game tactics on both sides.
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Sounds overcomplicated, things should be kept fairly simple in my opinion, better for spectators and gameplay.
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How about you have the transformed changeling stay in the transformed state, but do 0 damage at all. Like it pretends to be attacking zerg units, but doesn't do damage. The player will also have the option to change the transformed changeling back into its original state to attack the opponent's units if desired.
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pretty much the same as parasite in sc
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wow, poor newb, this is low... I love the changeling, it forces the player that controls it to always be aware of what the other player is doing (if you have a marine that reacts late or not at all to orders, you can guess it is a changeling). And when being the player controlling it, you have to pay extra attention to it, since it has to behave exactly like the other marines. The changeling can accomplish things like scouting, obviously, but imagine you spawn 8 or 9 changelings to give your opponent the impression his army is bigger than what it is for real, or if you can spawn changelings that look like your own units, you can do this to for your army too. I think that with time and imagination, uses of the changeling will grow in number.
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I actually don't find the changeling that thematic. Zerg is all about DNA stealing and then modifying it to be a more brutal warrior. Hence why Zerg troops look nothing like their cou nter part. Plus the game mechanics of it seem a little too burdensome to be effective.
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This would be completely non-existent in any play above terrible-level.
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Netherlands6142 Posts
I'm thinking about The Thing. When it gets a marine is hould make his head a jaw lol. Epic
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I think it could be useful, but it would have to be at a low level (where no one notices a random marine running around) or a high level (where they can make sure it always does the right thing). not much in between, though
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On April 15 2009 04:52 Beaudereck wrote: wow, poor newb, this is low... I love the changeling, it forces the player that controls it to always be aware of what the other player is doing (if you have a marine that reacts late or not at all to orders, you can guess it is a changeling). And when being the player controlling it, you have to pay extra attention to it, since it has to behave exactly like the other marines. The changeling can accomplish things like scouting, obviously, but imagine you spawn 8 or 9 changelings to give your opponent the impression his army is bigger than what it is for real, or if you can spawn changelings that look like your own units, you can do this to for your army too. I think that with time and imagination, uses of the changeling will grow in number.
i dont think its worth the time to baby these units to trick your opponent. if anything parasite is probably a better choice since it forces the opponent to give up information or kill that unit off.
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On April 15 2009 09:41 CommanderFluffy wrote:Show nested quote +On April 15 2009 04:52 Beaudereck wrote: wow, poor newb, this is low... I love the changeling, it forces the player that controls it to always be aware of what the other player is doing (if you have a marine that reacts late or not at all to orders, you can guess it is a changeling). And when being the player controlling it, you have to pay extra attention to it, since it has to behave exactly like the other marines. The changeling can accomplish things like scouting, obviously, but imagine you spawn 8 or 9 changelings to give your opponent the impression his army is bigger than what it is for real, or if you can spawn changelings that look like your own units, you can do this to for your army too. I think that with time and imagination, uses of the changeling will grow in number. i dont think its worth the time to baby these units to trick your opponent. if anything parasite is probably a better choice since it forces the opponent to give up information or kill that unit off.
Yeah probably... I was just already dreaming of all the pimpest plays that would involve changelings, like changeling wall to block lurkers... :p
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On April 15 2009 08:45 WoodenSpider wrote: or a high level (where they can make sure it always does the right thing). This is impossible against a high level player. By the time you even know what command your opponent has given, he'll probably have noticed the discrepancy in behaviour. No amount of attention or speed would allow you to be able to give the commands fast enough on reaction.
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Uhhh I've never heard anything about changelings until now... they don't seem that useful to me tbh
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I like the idea of just making sort of like a parasite, it turns into a basic infantry unit controllable by the enemy, but deals no damage. You could also give it an extended sight radius for you so that it still serves its scouting purpose, on top of help track his army movements and composition
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wait, is this a unit that is in the alpha build? the zerg changeling. imho this is crap
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