OneGoal: A better SC2 [Project Hub] - Page 35
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ItWhoSpeaks
United States362 Posts
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gCgCrypto
Germany297 Posts
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bole
Serbia164 Posts
but i have some suggestions that my change game play to be eaven better... i think maybe Oricle is op ... simply no cost for ability that shot down any building and gether energy .. that is too much in my opinion....and then cast hallucinations with dps.. its simply free army whole time... also siege tanks with 2 pop.. i think maby need to be 3pop.. because its step in marader role to much simply i dont think anybody will build moraders with 2 pop when they can build siege tanks with 2 pop... i have one suggestion for Colloss : my problem with colloss is they are suppose to fill the role of reaver shuttle mechanics ...(as DPS and Riding unite) What is the problem with them... why they cant ride (harassment) and kill workers....and you cant micro them in battles Main problem is movement speed and counters to it... So my suggestion is new upgrade for colloss... What will do that upgrade..? It will do that colloss increases their movement speed from normal (1.000) to 2.5 or 3.75 scourge movement speed.. Colloss then become only air unite lose their legs ... and act like air unite... What will blizzard add in Legacy of Void it will add riding options in Robo so i guess that it will be something like this...(buff on robo) Also one more thing .. if somebody have twitter ...if can send message to Dustin Browder that WC3 tft have two patting one formation (like Rome total war) (it can compare with ball patting right now) and broken formation that we dont have in sc2.. simply that is joke....ball patting is so retarded....so at list to have that option in SC2 to chose what patting we like so casual players can chose ball and normal broken formation patting... that is mu suggestions thx for reading | ||
da_head
Canada3350 Posts
On January 27 2013 08:34 ItWhoSpeaks wrote: Hey all, after some final bug fixes the new patch will be released on the test map in the customs game section! sound great also, i highly suggest you guys check out qxc's new vid : He has some excellent ideas on how to make the reaper more interesting. | ||
da_head
Canada3350 Posts
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ItWhoSpeaks
United States362 Posts
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Doominator10
United States515 Posts
On January 28 2013 02:57 da_head wrote: sound great also, i highly suggest you guys check out qxc's new vid :+ Show Spoiler + He has some excellent ideas on how to make the reaper more interesting. Thank GOD someone else shares this opinion. I was going to link this VoD too when I finally got around to it. Personally, I think OneGoal's current reaper can be extremely abuse-able, but it's just that DayBreak doesn't have a big entrance into the main so its harder to fully exploit them. Of his ideas for the reaper, I personally thing the TAG, Stake, and the skill-shot usage are the most interesting. (Not all of the below at once...) MAG (Magnetic Armor Tracker) Reaper launches a magnetic stick to enemy mechanical unit. Just the targeted unit is revealed for 1 minute. If the unit has at least 1 shields, then 45 seconds (shields short circuit the MAG ) Each Reaper can only have 1 MAG at a time. MAGs can be bought on the individual Reaper for (25) minerals each. Stunner: Targeted unit is stunned for 4 seconds, (2 for mechanical). Stunner does no damage. Unit is unable to move, attack, and has vision reduced to (2) for the duration. Stunner has a cooldown of 1 minute. D10 Grenade{The D8 thing from the campaign...) Reaper rolls a grenade in the targeted direction for 5 range. Grenade will explode doing (75) nuetral damage upon contact with enemy unit, or if it reaches the end of it's range. Grenades can be target fired (not auto attacked.) Grenades have 5 HP. Can be bought on the individual reaper for 25 - 50 mins each. (This ability is slightly confusing as I worded it. If you have 2 reapers, 1 at home 1 in field, and you tell them both to use a grenade at an enemy next to the far reaper; that reaper will use a grenade immediately, since you clicked within its radius range. The other reaper will come across the map first, AND THEN launch it's grenade once it gets within 5 range of the spot you clicked for it. etc.) Big speal on unit design, role, and lore to follow later. My favorite of the above abilities, is MAG. These are assuming Reaper still has bonus to light, regen, nitro packs as an upgrade, and no combat awareness. I would still rather the Queen and Infestor be addressed first... + Show Spoiler + I dont wanna be the one who tells bole what's wrong T__T Spare me someone. Please... D: | ||
da_head
Canada3350 Posts
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Evangelist
1246 Posts
Stun Grenade - stuns all units within the area of effect for 1s. Range 4. 0.5 radius. | ||
MNdakota
United States512 Posts
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topsecret221
United States108 Posts
The other two stuns in the game were only available from Protoss T3: Maelstrom, an AoE stun from the very expensive and late game Dark Archon that only worked on biological units (only bio ground if I remember correctly), and stasis field, which stunned a large area of units for somewhere in the neighborhood of a minute, but they could take no damage for this duration (and didn't clump up like they do in Vortexes, nor could one enter it after the spell was cast, so splash damage was not an issue when the effect ended). AoE stun is something we are trying to avoid unless it really looks like it would have a good spot in the game. Evangelist, for your suggestion specifically, a 1 second stun is not very satisfying in a game like StarCraft. In fact, it feels very MOBA-friendly. The thing is that in a game like LoL, 1 second can make a world of difference in sniping off an enemy hero. But losing control of one's units is never (or at least very rarely) an enjoyable experience. In StarCraft, the difference that a single second stun would be incredibly difficult to capitalize on, and doesn't really feel like it should be on the reaper. A couple of seconds of slow on the Marauder is enough, but we're still hoping to come up with or across an appropriate solution (because of anti-micro silliness that is inherently present in stuns and slows). The only reason that there is a slow on the infestor is that A) we're hoping to not change too many of the spells on existing units unless it is toxic or absurdly underused, and B) zerg have had slows in the past. The Queen in Brood War had ensnare, which was a large AoE slow (it dealt no damage, however). tl;dr, Feel free to express stun and slow abilities, but it doesn't generally fit the criteria that we put all of our abilities through. As noted by FoxyMayhem: + Show Spoiler + 1) It needs to have an appreciable affect with just having one or two, while not getting ridiculous when adding many of them. 2) Ideally has reactionary counterplay so the opponent can express his skill versus it. 3) Ideally requires skill to use well. Some mid-battle babysit micro is permitted depending on the situation. 4) Discourages deathball play. 5) Ideally it slows down fights | ||
ItWhoSpeaks
United States362 Posts
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da_head
Canada3350 Posts
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da_head
Canada3350 Posts
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ItWhoSpeaks
United States362 Posts
When patch 2 is complete. Yes | ||
Harstem
Netherlands261 Posts
Can´t wait till it gets tweaked and updated and more balanced over time. Awesome idead, keep rocking! | ||
Razorspine
New Zealand29 Posts
Swarm Host: Okay so I have played with the current SH (Swarm Hosts) in OneGoal and I still think they are not in a good place even with the linear damage of the Locusts and the 3rd Locust upgrade from the Infestation Pit. Now I will say that the linear damage from the locust is amazing in Theory because it means that Zerg will be able to hold chokes/Ramps defensively or contain wise, however I believe they are still suffering from their issues fundamental and newly introduced which is that A) Zerg Never Ever wants to engage on a ramp even if they have the Linear damage from Locusts or not because they use large concaves and superior numbers to overwhelm their opponents. Anytime you see a good Zerg player engage they will always choose a wide open area where they can get a large concave so that their superior numbers can all attack and deal maximum DPS (Damage Per Second). B) You need a critical mass of them 8 or higher to be a threat or to force a reaction from your opponent and this is such an investment from the Zerg player that they become extremely vulnerable to drops so much so that they can straight up lose to a massive drop counterattack especially VS Terran. Also when the Siege tank count rises you need a growing number of Swarm Hosts until eventually no number of Swarm Hosts will do anything because the Tank numbers have reached such a number (or critical mass) that the splash damage kills them all before you do any damage at which point you have a slow useless army and nothing to stop a slow push from Terran. ---- I have a solution for the Swarm Host that I have run past Hidoertoss and he believes could be viable and still feel Zergy. Okay so I feel that the units design (Swarm Host) and its purpose is not compatible with this current version of the game. So I would suggest that its purpose be changed but the overall unit remains the same thus keeping it reasonably similar. What I suggest is changing it from evolving from the Roach and make it a unit by itself like it is in HOTS and have it build from the Hatchery/Lair/Hive as long as you have at least Lair Tech. I also want to change its purpose. I’d like to make it a defensive unit, here’s how it would work. Requires Lair Tech (Can be built from Hatchery/Lair/Hive once Lair tech is achieved). Costs 2 Supply and (X) amount of time to build. Costs 150 Minerals 50 Gas Once built it works the same as a normal Swarm Host in so far as it spawns free units when burrowed. Once burrowed it spawns 3 Locusts that are much weaker than normal Locusts however stronger than Broodlings. They have two range and (X) amount of HP. The Locusts themselves move very fast and benefit from upgrades. Damage wise and attack speed wise this can be determined through testing however should start at the same attack speed and damage as Broodlings just as a beginning. The speed at which Locusts are produced from swarm Hosts should be very fast e.g. 1 Locust every 2 seconds and Locust life lasting (X) amount of time. The way to keep Zerg from making mass locusts in their bases is to have when Swarm Hosts burrow they do not produce Locusts until enemy units are in Attack range that they can attack (Ground only). You can give them large attack range so that they can cover larger areas of the Zergs base not just the Mineral Line. When an enemy unit drops into the Zerg base the Swarm Host creates 3 Locusts initially and an extra Locust per 2 seconds per Swarm Host. Because it is so important for non Zerg players to harass Zergs this will give an option for Zerg players to defend their bases more easily and/or buy time like the Spine Crawlers and Spore Crawlers for the main army to arrive and clean up the attack. However because it costs 2 supply and 150 Minerals and 50 gas per Swarm Host if a Zerg is on 2 bases and has 2 Swarm Hosts per base that is 8 Supply, 600 Minerals, 200 Gas. This is a larger investment however if they are effective at their job in either cleaning up an attack, being very mobile in base and being supply efficient then I believe Zerg players will feel justified in making these Swarm Hosts and utilising them to protect mineral lines from other Zergs, Zergling run byes, Protoss Warp Prism drops and Terran Medivac drops. If the Zerg wants to go for an all-out attack these will be useful because they produce fast units that are reinforced by the Swarm Hosts quickly. E.g. Let’s take our 4 Swarm Hosts again that is 12 Locusts, 4 more every 2 seconds. If you pair this with the units from the actual attack this is a scary attack provided the Zerg doesn’t run into a choke. I would be very interested to hear your feedback on this to see if you agree that the Swarm Host is in dire need of a fix and want to know if you would consider this a possible solution to help this be more effective and see more usage without going all in. ShadowWave. Viper: Okay so my issue here is not with the Viper itself although It kind of is but it is more with Blinding Cloud and yes I am going to make a Brood War suggestion however not in the way you might suspect. I’ve again spoken to Hidoertoss and a couple of Terran players about this again when going Mech and they are expressed similar concerns. Blinding Cloud VS Mech is very strong and I believe it is a poorly designed spell. I would like to say that it is too powerful VS Mech because Thors, Hellbats and Sieged Siege Tanks are all too slow to move out of a Blinding Cloud before the Zerg army can close and kill them instantly with Ultralisks and Zerglings/Hydralisks. Also I do not like spells that are used on enemy units bar stuff like Psi storm. Because it relies on your enemy messing up how to deal with it or you ending up with a coin toss situation where you get the spell off and come out of the battle massively on top or it doesn’t work and you get crushed in the battle, I would prefer to see spells that you can use on your units to make a more interesting battle that is not involved in a coin flip dynamic. --- Here is what I would suggest I would have Blinding Cloud removed and have Dark Swarm from Brood War given to the Viper. However before you roll your eyes and say “we do not want this to be Brood War and we want to try and make Blizzards stuff work” hear me out first. I would propose that the Viper can do something similar to what the Viking can do in that the Viking can only be built from the Starport however can transform into Ground Mode. I would have it so that when the Viper is built and is in flying mode it can use Abduct like normal and Consume buildings for energy like normal, however when transformed into ground mode it loses its ability to abduct however gains the ability to use Dark Swarm with a very small range as well as Consume changing to consuming units like it did in Brood War to gain energy. The reason I suggest this rather than having it use Dark Swarm from the skies is for 2 reasons 1) I believe that creating a cloud that enemy ranged units cannot attack into from the Sky is too powerful as well as too easily countered with AA units in the sky due to small range for the use of Dark Swarm. 2) If you use this when in ground mode with a small range this means separating the Viper from your army and getting into a vulnerable position to set up the cloud for your units to move underneath safely, making it not only a strong spell but a spell that can be stopped by the opponents spellcasters e.g. High Templar feedback and Ghost Snipes/Emp. Again I hope to review any feedback I get on this. ShadowWave. Immortal/Stalker: Again I spoke to Hidoertoss about this (I have no clue how to spell his name lols) but I have also spoken to some other Protoss and there are some saying that the Immortal as a standard unit is a very boring unit when compared to the Stalker. “It almost gives me chills because it reminds of the Dragoon” (Not in a good way). Let’s look at the Immortal as it was in Wings. This unit is very A-move and its purpose is to target Armoured units and 1 shot them with a couple of immortals e.g. the 2 base Immortal/Sentry all in. Now this unit is the standard unit for Protoss and it has lost what the Stalker had which is blink. Now I understand that it is not supposed to be a support unit or a specialist it is supposed to be a frontline fighter that comprises of much of a ground standard army. However this does not mean that it has to sacrifice being interesting. --- I for one believe that it is possible to bring the stalker back to the Gateway tier 1.5. This I believe would be achieved by changing the way in which the Stalker functions to make it more of a Standard battle unit than a specialist however maintaining the potential to be a specialist. What I would suggest is that the lance (Attack Beam) of the Stalker is changed so that it is instant like the Marine shot so that it is not dodge able and the attack animation is faster although I would reduce the overall attack speed of the Stalker. I would buff the HP and survivability of the Stalker and still give it Blink but reduce its attack speed and perhaps its movement speed a little so that mass able units like the marine and Zergling are still a viable counter if in superior numbers and get good positioning. With this change the Immortal could once again be moved to the Robotics and either be reset to its Wings or given a very small splash damage attack to make it a unit that can work in conjunction with the Stalker to make a powerful army. I would be very interested in seeing your feedback and if you agree or not. Sorry for the less than amazing writing style and choice of words... despite what you rad here you guys really are dpoing a great job overall. ShadowWave. | ||
da_head
Canada3350 Posts
http://www.twitch.tv/da_head | ||
ItWhoSpeaks
United States362 Posts
Part: 1 Part: 2 Part: 3 | ||
gCgCrypto
Germany297 Posts
Now that global play is in wings i might actually find some more oponents for One Goal :D (playing against your friends that are like 2-3 Leagues lower then you can only tell you so mutch about the game) If anyone is up for some games go send me a pm on TL (Master League Zerg) Currently waiting in a lobby on NA. Also, i know i say this with literally every comment i make but yet again, make sure to reach out to Blizz via twitter and stuff.(@DustinBrowder for example) While you might and should not try to convince them of your ideas now it will be hugly benevicial if you already have their atention so they are more likely to concider your changes later. If for example Dustin Browder watches one of your videos, because someone tweeted the link @ him (cross fingers) and sees "damn, what they are doing sounds and looks good and professional" then he´ll be way more likely to later, wehen you present the entire thing to him, be like "oh, it´s those guys i have already heared good stuff about, lets check out what they have for me". If you already doing it then i´m sorry for spamming you with this but i am REALLY worries that in the end nothing happens as it so commonly did throughout WoL. Also i feel like "we" need to do way more PR on reddit, Bnet forums etc. Currently One goal gets WAY to little exposure in the sc2 community and if "we" want to get change we need huge community backup. So to TL:DR it: No matter how great your mod will be in the end, without the necessary PR and a LOT of people backing it up, it is very unlikely anything will happen. EDIT: i maby shouldn´t just talk about it but do it myself: http://www.reddit.com/r/starcraft/comments/17p1t9/the_one_goal_team_released_a_series_of_3_videos/ if you feel like my post does your work justice pls upvore, its a self submission so if i understand the system correctly i don´t get any karma anyway =) | ||
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