OneGoal: A better SC2 [Project Hub] - Page 5
Forum Index > SC2 Maps & Custom Games |
droken
Sweden126 Posts
| ||
BearStorm
United States795 Posts
| ||
topsecret221
United States108 Posts
Currently streaming the mod. Tune in if you want to see some terran against the other races | ||
crbox
Canada1179 Posts
I really like that you guys are taking the initiative to balance the game, If you need players to test it out at some point (not tonight) you can add me LaGcrbox.288 I'm GM zerg | ||
topsecret221
United States108 Posts
Second stream up with Zerg, and occasional casting of OneGoal | ||
TopRamen
United States96 Posts
Is this mod is on WoL? or HotS only? | ||
FoxyMayhem
624 Posts
| ||
Salient
United States876 Posts
| ||
topsecret221
United States108 Posts
On December 18 2012 13:41 Salient wrote: +1000 | ||
TopRamen
United States96 Posts
Slow down the game by nerfing economy and production. This game is still based on momentum. | ||
Jermstuddog
United States2231 Posts
| ||
StaraCroft
Austria292 Posts
This should be something that's in bold in the first paragraph, because after all this is for people who play this game, right? Also it's something that might benefit greatly from a chat channel so that people of equal skill can find themselves to try this. No point for jumping into a random game with someone two leagues below me, I don't think. You also mentioned that you moved warpgate to tier 3 and in turn made gateway units stronger. You should post the numbers you changed - those would be more interesting to me than your thought process. | ||
Vindicare605
United States15973 Posts
| ||
MNdakota
United States512 Posts
| ||
VERSATILE_ID
Indonesia3 Posts
World Cyber Games participant in 2002(SC), 2003(WC3), 2004(WC3 TFT) indonesian representative, retire in trying to be profesional in 2005 due to lack of skill to compete with world best player Playing SC2 master league in SEA (stop upon enter master league, and never comeback play, still in love with sc n wc universe though) love your idea of changes, testing from low tier to highest tier is the right move i want to help u review all your changes, i don't know all the detail because i haven't play your map yet i want to focus on unit mechanism only right now early base support Terran - orbital command zerg - queen it is silly that sc2 wol zerg player build queen more than 1 for each base for defense, queen acting as early defense against air, reaper, hellion, because zerg lack of air and long range unit. by making hydralisk 1.5 tier solve this, maybe u can nerf queen attack right now (suggestion: short/melee range, ground only, no attack at all) protos - nexus low tier zerg - zergling (tier 1) - Baneling (tier 1.5) - hydralisk (tier 1.5) aggred on all changes in hydralisk, suggestion : it can attack air without the need to upgrade, to compensate zerg lack of anti air in early play Terran - Marine (tier 1) - Marrauder (tier 1.5) Juggernaut plating : add armor x ammount (good changes, don't like the idea of the blizzard upgrade) ultralisk (tier 3 zerg unit) has the same upgrade - Chitinous Plating add 2 armor how much armor upgrade juggernaut plating is receiving ? - Reaper (tier 1.5) right now you gave auto turret to reaper, good move, this is good abilty and not to overpower early on or u can give reaper throwing mine ability just like in WOL Alpa * remove self healing (it's not terran design, terran can't auto heal like zerg) * remove auto sight upper level (unit in the lower ground supposely can't see higher ground) protos - zealot (tier 1) - Immortal (tier 1.5) love your idea, now protos feel like elit unit once again, love your idea Hardened Shield is upgradable in tier 2 - Mothership core (tier 1.5) right now u limit mothership core to 1 /nexus, by making stalker and sentry to tier 2 protos lack 1 unit when compare to other race suggestion : * don't limit Mothership core, make this unit caster only and have no attack to balance, early flying unit with attack capability is too much * Shield recharge (recharge shield x ammount) * Change Mass Recall into Staff of Preservation(WC3 item) like ability: Teleports a target friendly unit to its highest level town hall. * Remove Photon Overcharge objective - promote harrashment strategy more having early static defense for free encourage the opposite * Remove Envision objective - promote cloacking play more tier 1 has no clocking unit, and if u have early tier 1 unit who can see cloacking unit, will encourage the opponent not to play cloacking unit Mid tier Zerg - Roach (tier 2) like your idea that roach moved to tire 2 - Swarmhost (tier 2.5) like your idea that swarm host morphed from roach - infestor (tier 2) like your idea where neural parasite change into slow not root - Mutalisk (tier 2) - Corruptor (tier 2) i don't like zerg air unit in SC II compare to SC I Scourge - suicidal unit have a unique game play in SC BW, i remember how great it was when 12 scourge meet 6 mutalisk in WCG and kill all those mutalisk, everyone clap their hand or when air unit run away from pack of scourge, it was magnificent show of skill Mutalisk - Morph into zerg air greatest (air or ground) weapon, love the idea of morph choices right now corruptor is the only zerg air weapon, and it suppose to counter everything can u redesign zerg air unit, and solve the problem - Overseer Suggestion : * Add lurker maybe Protos - Stalker (tier 2) love your idea to move stalker to tier 2 as protos harrash unit(dmg vs light), match the lore of protoss race from dark templar, weak but sneaky - Sentry (tier 2) love your idea to move sentry to tier 2, this unit has plenty of deceitfull spell : * hallucination * force field (if FF has hp, then massive unit not necessary auto destroy it when they pass over) * guardian angel (love additional capability to halved crowd control effects) - Phoenix u can implement blizzard phoenix auto attack upgrade Graviton Beam range should follow phoenix auto attack - Oracle blizzard way to make oracle protos air harrashment is already spot on, it's a unit from dark templar race, weak but sneaky - Void ray void ray lossing it's identity because of tempest i love the original way of shot to gain charges i don't agree with your changes to add ability to shot area of affect ground only by changes charging mechanism suggestion : * it has already in forum to make Void ray full charges become splash, and i think it's great idea The idea is it gain bonus damage each charges, but when the core of voidray become over heating it become normal attack again (limit full charge duration to 5-10s) * upgrade : halved or reduce void ray time to reach full charges state - Warp prism terran - Ghost (tier 2) like your idea of snipe changes - Hellion (tier 2) - Battle Hellion (tier 2) don't like blizzard idea when battle hellion change to bio from mechanical, strange design just to promote bio even more - Tank (tier 2) like your idea to reduce it supply - Widow Mine (tier 2) i guess blizzard design already great, maybe reduce rearm time to make it more usefull 40s to 20s - Mediavac (tier 2) blizzard idea to give boost to it speed, and heal rate is great make speed boost as an upgrade in tech center, and heal rate upgrade require Fusion core to make it tier 3 upgrade - viking (tier 2) - Banshee (tier 2) - raven (tier 2) PDD is alredy great and unique Your Recovery Drone is great ability design Hate the idea that seeker missile launched with slow movement and nobody can destroy it while it's moving. Suggestion : * Make Seeker Missile splash damage reduce but it become instant rocket launch High tier Zerg - Ultralisk (tier 3) blizzard changes already great - Broodlord (tier 3) can u redesign zerg air unit, and solve the problem i mention above in mid tier - viper (tier 3) it has same ability as defiler dark swarm suggestion : * why not add plague too Suggestion : * make upgradable queen to morph into air caster unit in BW for fun Protoss - Collosus (tier 3) * i don't agree with your idea, this unit has alredy great, it is tier 3 with 6 food supply and air weakness, it has 30dmg/1.5s aoe it suppose to incernarate tier 1 unit, it already fullfill it purpose - High Templar (tier 3) - Dark Templar (tier 3) I don't agree with your new ability in dark templar there is ability suggestion in forum to make dark templar phase ability, it can make dark templar unable to attack but can't be attacked also suggestion : Phase shift - make dark templar unable to attack, but can't be detectable by any detector for 7s, can receive splash damage, and have modarate(15s) cooldown - Twilight Archon (tier 3.5) i don't like the idea of morph from any combination of templar, i prefer high archon & dark archon like in BW - Carrier (tier 3) great change in decreasing cooldown, armor, interceptor changes suggestion : * Enhanced Manufacturing also make carrier have full interceptor when it came out from stargate - Tempest (tier 3) i dunno this unit design feel too simple it has singgle shot damage to counter massive from long distance suggestion : * remove it maybe, this unit is too simple, and protos already have enough unit in high tier - Mothership (tier 3) Isolation pulse is great changes from vortex Cloaking Field removed is not necessary this unit suppose to replace arbiter in BW (it has the same spell Mass Recall, Cloacking Field, Stasis Field) suggestion : * remove mothership core skill from mothership * make mothership not unique, change it to arbiter if necessary Terran - Battlecruiser (tier 3) suggestion : * Change upgrade like alpha, chose between yamato canon and aoe ground( i forgot the name of the skill) - Thor (tier 3) Blizzard changes already great, maybe add damage in air mode attack summary of each tier unit Low tier Zerg (4 unit - i don't consider queen as assult unit though, it more like early base support unit) terran(3 unit) Protos(3 unit) Mid tier Zerg (7 unit) Terran(9 unit) Protos(5 unit) High tier Zerg(3 unit) Terran(2 unit) Protos(7 Unit) | ||
rickboy333
Netherlands52 Posts
i was trying some stuff out in the editor and this is the result maybe a better balance for the skytoss phoenix still fine Orace The oracle is an harass unit but they have timewarp (just a deathball spell) and even pulsar beam is to strong for harrasment this is maybe a solution - remove timewarp (because its a deathball spell) - remove pulsar beam (just to strong as harass unit) - revelation (buff it back to detection) new spells - entomb (redesign) the entomb spell was a non micro, it doesn't mind if you where bronze or master it work the same and also it dont work as harass unit because you just stay with 4 marines and you scv's also could attack it but i have test the next thing - the entomb can only stun 1 mineral patch per hit (so its not longer an area) so if you want to stun 7 mineral fields you must use 7 times entomb this will make entomb more micro intensive but we still have the problem that the entomb shields are easy to kill i have some suggestions - entomb dont have longer life (so you MUST wait units the shield are down (like ff) the cool down could be 10 second or 15 i dont know) - entomb have 10 armor but 50 life (or less i dont know) this will make the entomb unkilleble by scv's or light so you need to put some heavy stuff in your mineral line but the life will be reduce by 45 seconds or 30 ect (i dont know) it cost 10 or 25 energy to cast (im not sure if this will be OP) ability 2 we still need the second ability it dont must be a deathball ability (because oracles are harass units) maybe this ability is a good idea Molecular Disrupter what it does in the wol beta in which the unit fires a psionic projectile which bounces between units of the same type, doing 10 damage with each hit, up to a maximum of 10 bounces. Thus, if you were to use this ability on 2 Marines (with 40 hit points each, not upgraded), both Marines would die easily. If there were 3 Marines, it would kill 1 Marine and leave the last two at 10 hp each. and my suggested redesign you can only use it on light unit (it can be used in deathballs but its not recommend) but this is a projectile that does 8 bounces whatever how many workers are available it does 50 damage (maybe more) and it cost 125or 150 energy to cast this will make the oracle a nice worker killer unit and 8 workers must be balanced and in late game this will help a lot it can only attack ground units instead of pulsar beam this ability will be focused on workers but it is also nice to use it on marines, zerglings ect but not vs queens roach ultras instead of pulsar beam if this will be OP we can always nerf the oracle speed or HP voidray im a little worried about the voidray, they are better now but they dont have a role maybe more base speed will be better or nerf the base damage and at more vs armored damage (like 4 damage (+6 vs armored) and with prismatic Alignment 5 (14 vs armored) this will make the voidray harder against immortals, marauders, vikings but weaker vs marines, hydras so the syktoss have a nerf in there fast dps tempest the tempest still fine maybe a little more damage vs massive ? or maybe a bonus damage for the ground attack vs light ? (30 +20 vs light) but in my opinion they are just fine carrier the carrier are still unused because the train time is to long i suggest - decease the train time from 120 to 100 - give the interceptors better micro but the carrier need a nerf because the z dont have a good anti air against lots of buffed carriers so i suggest to - remove the Graviton Catapult because the carriers are still fine with or without Graviton Catapult but if you really mass your carriers up with the reduced train time this will be OP mothership core still fine maybe the old recall back because i want to recall inside my opponent base instead of my own (this will make the toss harass more harder) - rename the name from mothership core to Khaydarin Core (or something) because the name is to smiler on the mothership but this is just a cosmetic change mothership oke mammaship is just nerfed a lot, its logical that archon toilet too or or nothing was but the mothership is a nice supporter for the protoss and the art concept is beautiful even the story about the mothership is really cool but i have some suggestions - remove recall from the mammaship because this is just pointless but - cloak still fine - time warp giving the mothership timewarp will make the MC a really cool support unit for the oracle timewarp was just OP because you can make lots of oralces but giving the ability to the mothership will make them a lot better (and interested to use) maybe it need some buffs like more area or its also effectable on missile's - vortex the vortex is just a cool ability but archon toilet was just to OP everyone agree that the current vortex is just dump but i have some suggestions - reset vortex back but it dont can longer target air units so alone ground are effectable to be inside a vortex this will make the mothership good vs zerg but it isn't OP - reset vortex back but it dont effect longer massive units so archon toilet will be impossible - both air units and massive units can not longer enter a vortex if vortex still OP than this is maybe a good suggestion - alone light units can enter a vortex and it kill instantly maybe this is OP but if we reduce the area (to 0.7 or something) and the time that the vortex is open (5 seconds or something) than this can be great vs heavy marine using of heavy ling heavy zealot using .... oo and it dont will effect air units but thats just OP there are to possible solutions - it will also kill your own light units when enter (so be careful) - require 150 energy (so double vortex will be impossible) the inspiration if these mothership fixes are from the development video remember they are just suggestions if you want to discuss your welcome cheers from diamond hots toss | ||
StaraCroft
Austria292 Posts
On December 18 2012 21:45 MNdakota wrote: The mod is located in StarCraft -> Custom Games, not Arcade. Is it called "OneGoal"? Can't find it. WOL, right? | ||
StaraCroft
Austria292 Posts
This is one tire. This is tier one: | ||
VERSATILE_ID
Indonesia3 Posts
thanks for the edit | ||
MNdakota
United States512 Posts
On December 19 2012 03:59 StaraCroft wrote: Is it called "OneGoal"? Can't find it. WOL, right? Correct sir. | ||
| ||