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I think Kabel's issue with making the SG ground is that he feels like it will feel too similar to the infestor. That is a good point, but it can also be remedied. The infestor is a rather quick unit (compared to other casters) that can cast neural parasite while burrowed. This allows the infestor to be strong and extremely versatile.
The SG, on the other hand, could be a VERY slow ground caster (play around with the right speed) that cannot burrow. This would take away the versatility that defines the infestor, making it feel like a very different unit. Give the SG consume and dark swarm only, so it becomes a slow pushing late game unit that constantly consumes and casts dark swarm. Do NOT allow the SG to burrow at all.
If you want to make them even more different, consider allowing the infestor to cast its other ability (not plague, but the other one) while burrowed as well -- emphasizing the "burrow" utility of the infestor. NOTE: I think it would be pretty broken to be able to cast plague while burrowed, so I wouldn't mess with that.
Just some thoughts.
TLDR: You can make the SG feel VERY different from the infestor without having to make it be a flying caster
EDIT: sorry for all the typos. Wrote it quickly from work.
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But I don´t consider the Swarm Guardian/Viper to necessarily be a problem as a flying unit. Or rather, I think there are ways to design the unit so it actually becomes a good thing that it flies. It just needs some different tweaking compared to the Defiler. Besides, once HoTS is released, we have the superior Viper model to use. One strong ground caster at lair: Infestor. One strong flying caster at hive: Viper. So I think it is better to design the Swarm Guardian as if it is the Viper. Then just replace the model once HoTS is released.
Before we start to invent completely new spells, lets look at what spells Zerg already got in BW and SC2 that are not used yet:
Ensnare Parasite Spawn Broodling Plague Abduct Contaminate Changeling Infest Command center Consume Vipers way of draining life from a friendly building over time to replenish energy. (Which I prefer over Consume, since this makes creep matter. Bring your spore crawlers to the edge of the creep so the Viper do not have to return far to regenerate energy. That return between the front and the buildings also seperates the Viper from the deathball and creates moments for the enemy to intercept and snipe it.)
I don´t think we have to make it more complicated than it needs to be:
Infestor - Infested Terran. Neural parasite, Fungal Growth that does not deal damage. Only slow attack and movement speed or freezes the enemy completely. It will be a pure combat spell since there is no reason to cast it except when you are about to attack. You can still harass with Infested Terrans, disable key units with Neural parasite and be a combat supporter. Spamming Infestors will probably not be as good as it is in SC2. But having a few can change the combat greatly.
Swarm Guardian/Viper - Dark Swarm, Plague and Vipers way to regenerate energy from buildings.
Since it is a flying unit, both Plague and Dark Swarm need to be tweaked a bit. The current Dark Swarm in Starbow is kinda lame since it is so large and there is no precision involved in casting it. Imagine if 1 Psi Storm was enough to cover the entire enemy army. That would reduce the fun and the skill involved in using storm. Plague will probably not effect buildings, since you will be able to move everywhere and Plague the shit out of the enemy base. Furthermore, the damage must not be 300, since the Viper is so mobile. Maybe 100 damage over 50 seconds time? Still enough to screw up an enemy army.
Zerg would now get two casters that benefits from moving out of the deathball. Infestors can harass bases with Infested Terran and move while burrowed. Vipers need to fly and Plague the enemy before combat, plus that they must leave the deathball to regenerate energy. They would even work good together. Infestor traps the enemy units, the Viper plagues or cast Dark Swarm on them.. The casters would still be kinda familiar to their SC2 and BW counterparts and no completely new spells has been added. It only requires that I build the Vipers regenerate energy spell. As decemberscalm has suggested, it is already in the HoTS custom map so I just need to look there.
Additional candy:
+ Show Spoiler +And if the Oversseer shall get some love too, we can give it Contaminate again or Parasite from the BW Queen. Maybe contaminate can disable enemy defensive structures and Pylons too, just to be even more annoying but more useful.. >.<
I think it was ArkussSC who said that it is within Zergs nature to snipe units. They can do it with fast Hydras, Zerglings and Mutalisks. So maybe they do not need an extra snipe spell beside Neural parasite.
Neural parasite makes the Infestor so vulnerable and easy to target so we rarely see it used. (Not as much as I would like it to be used, since it is a really fun spell that can change a combat.) Extra armor or high regeneration can be added to the Infestor when they use the spell. The enemy can still snipe the infestor to counter the spell, just not as easy.. It can even be an upgrade: "Leeching bite - The infestor regenerates 10 HP per second as long as it uses Neural parasite."
If we want to be really wonky it can even replenish energy to the Infestor. If it targets an enemy caster.. O_o)
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At one point in time the infestor had an ability called leech, which would drain all the energy from an enemy unit and give it to the infestor.
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On October 03 2012 13:03 Falling wrote: Interesting read. I don't suppose there are obs versions of these maps? I've watched a couple vods and it does look interesting. When I was reading through I thought I recognized the high ground mech picture... sure enough it's the one I made with fraps as an example haha.
Every map can be obs'd. We do KOTH when we get enough people in channel.
@Neural Parasite
It's rarely because it's an extremely high risk/reward ratio and units in the game. Grabbing an enemy unit for your own with the infestor being fully exposed to easily snipe is an extremely situational maneuver for zerg players. When do we see such a move in SC2? Extremely heavy thor play in TvZ and to grab the protoss mothership in PvZ to use vortex against the enemy. Neither of these units exist in Starbow, leaving the only unit(s) worth neuraling Archons, Tanks and Carriers/Battlecruisers (again, two capital ships we rarely see are they too are situational and 30+ min end game tech switchs). I think we can remove Neural Parasite from the mod or change it to an attack spell that doesn't require the infestor to stay near it after the cast. If we change Neural Parasite to a projectile that controls an enemy unit for 5 seconds that might work and encourage more use for the infestor besides fungal. (Anything over 5 seconds would be disgustingly op I think)
@Fungal
Please if you're going to remove an effect from it remove the snare and keep the damage. Without fungal we have no damage dealing spells in the zerg caster lineup. Remove snare and name it plague thats fine and maybe give an ensnare to the Swarm Guardian instead when it becomes the Viper.
@Frenzy
I stick to my words that Frenzy is an extremely powerful spell that I have used in ZvP in the past with great success. The problem with ZvP atm is Z wins 99% because of the Hydralisk situation so I don't get past Lair tech most games. Once ZvP games are back to normal I will show everyone on this forums the power of Frenzy and its situational use over Dark Swarm.
@Current Unused Spells / Inventing New Spells
The only situation I would see us needing to come up with new spells is if we were in a situation where a certain build was crushing a race and that race had absolutely nothing left to answer that build with. This is not the case in any matchup in Starbow. We have spells from both BW and SC2 that will fit any situation that could possibly come up with extra unit modules still unused (Mothership, Raven, Leviathan, Heros, etc) so we can make new units with our original spell lineups.
From the Zerg arsonal I don't feel we need parasite anymore. Having creep spread is close enough to map hack as it is, we don't need to force our opponents to kill their units to deny us vision. Ensnare is overlap of current fungal. Spawn Broodling may be overpowered in this as Zerg has many ways to break gosu terran positioning as it is. Contaminate is a fun spell but it will always be rarely used because apm is better spent on killing than annoying. Changling could always go back onto Overseer/Overlord without having any adverse effects on the game (Changling and Parasite would be overlap) Infested command center has no purpose without removing infested terrans from infestor, which would just cripple the infestor again. Abduct at the moment is not needed in Starbow but is definitely needed in SC2.
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Plz cast more games i dont have SC2 at this town i cant play or watch replays... Cast game plz i would like to watch some Starbow.. THx
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December is too picky at what he casts. I'm going to dig through my replays and see if I can give him some good TvZ games to cast.
@Kabel
Any thought on adding those maps I posted to our Starbow map pool?
Suggestion:
I've been watching A LOT of Brood War stream in the past 2 days just to see the main differences in mechanics and gameplay betweent he two games. I think it wouldn't be a bad idea to put a control group limit in Starbow, say something like 30 units per group. This will further increase the small micro battles over deathball A moving. Just something to add more skill and competitive play to the game
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well Ive only seen one game (last one on the post) , but it was pretty awesome.
made me want blizz to give us back corsairs and vultures
congratulations you made a nice mix with the best from both SCs , it feels so strategic as opposed to army comp and counters that we have in SC2.
Hope Dustin and David play some customs on it soon(tm).
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@Neural parasite
Yes it is indeed a high risk/low reward spell. That risk can be lowereed a little bit if Infestors can use it while burrowed. It will also be a lower risk if they got some kind of armor bonus or life regeneration effect when they use it. (So they are a bit tougher to snipe) Remake it to become a missile is an alternative. But I will see if it can be improved in its current form before I rework it.
I imagine it can become a useful spell in TvZ to catch Vessels who tries to Irradiate the Zerg units, aside from the units you mention.
@The Zerg spells I mentioned in the post above
With the line up of spells for the Zerg casters that I wrote above, Zerg indeed has a damage spell: Plague on Viper.
I don´t mind remake Fungal to become Plague and be at the Infestor. The problem would be that the Viper/Swarm Guardian would lack a spell. That is because I think it is a bad idea to give an ensnare spell to the same unit that casts Dark Swarm. Two vipers can be used to cast Dark Swarm and trap the enemy units inside it. Imagine if Defilers in BW had Ensnare and Dark Swarm.. You cast Swarm on top of the enemy marines, ensnare them with the same unit and send in your Zerglings.. He can barely micro his units out of it and they get slaughtered.. To execute that same maneuver with a Queen and Defiler requires lot of micro and control, thus such a powerful combo is justified, since its hard to do. The same would apply for Infestor and Viper.
If the line up of spells would look like this:
Infestor casts Infested Terran, Neural parasite and Plague Viper casts Dark Swarm, Viper consume and ... ???
Both Fungal and Plague can not deal damage. They would just overlap. Again, I don´t mind putting Plague on Infestors. But if so, the Viper/Swarm Guardian (I will just start to call it the Viper, so much easier to write.. :p ) needs another spell.
@Frenzy
I know Frenzy is a powerful spell. That is not the problem. The big issue with it is that it is an extremely limited and boring spell. It creates no fun scenarios in the game, it offers no way for Zerg to do creative or awesome stuff with it, there is no tention or excitement in it. It will never ever be a part of a pimpest play.
"Wooow look at that amazing Frenzy he just casted on his own units... while they were standing still.. and now he attacks with them.. great decision to use it on the hydras!"
Not every spell in the game is mind blowing. But I will try as much as possible to make spells interesting and enable more creative uses than they already do. Imagine a caster with Plague and Dark Swarm. There are so many possibilities involved in both of those spells! It creates so many decisions, scenarios to use it in and it requires skill, timing and balls to execute it well. So thats why I would prefer to replace Frenzy with something else.
@ The new maps
They are ok, but they are designed as SC2 maps and would not fit well into Starbow. Most SC2 maps don´t. : / I have used maps with a similar layout in the map pool before, so these maps would not add anything new to the gameplay. What I am looking for is a bit larger maps, with expansions more seperated from each other, more smaller choke points that enables players to actually control areas. It must not only be old BW maps, even though Match Point for example seems to fit Starbow quite well from the games I´ve seen on it so far.
@ Limit control groups
Many players hate control group limits. Others love it. Personally I think it can actually make the game better. (I know you disagree on that Roblin ) I have experimented with adding a selection limit of 24 units. It does not work well. Sc2BW MOD uses a similar thing for 12 units. Its not working flawless either. I have talked with a lot of skilled people at sc2mapster.com but there seems to be no perfect solution to fix it. So thats why I keep it at unlimited selection.
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I will try to have an update up for both NA and EU tomorrow. They will not contain any changes in the Zerg spell casters. Instead they will mostly contain small stats adjustments, for example the Hydra damage shall be fixed again etc.
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On October 04 2012 05:57 ArkussSC2 wrote:December is too picky at what he casts. I'm going to dig through my replays and see if I can give him some good TvZ games to cast. @Kabel Any thought on adding those maps I posted to our Starbow map pool? Suggestion: I've been watching A LOT of Brood War stream in the past 2 days just to see the main differences in mechanics and gameplay betweent he two games. I think it wouldn't be a bad idea to put a control group limit in Starbow, say something like 30 units per group. This will further increase the small micro battles over deathball A moving. Just something to add more skill and competitive play to the game I think a better way to reward splitting up armies is a generic buff to AoE damage units/nerf to AoE mitigating units (I still feel like the immortal is too strong against the siege tank -- making siege tank lines still underwhelming in TvP).
Also, playing around with the max population will help get rid of late game death balls. Increasing the population cap is a real buff to splash damage units. More splash damage units = more death to clumped armies. Also, larger populations will make chokes more important and detrimental to A-moving armies. Consider playing around with a 250 max population cap (and adjust accordingly). Also, more units = looks cooler.
Another note: (which both nerfs and buffs splash damage, but makes the overall game look better) is better unit spacing. I know the Starbow mod claims it spaces units out better, but I don't think it is enough. Units need to space out unless specifically clicked one by one to stand close, and if they start moving again, they need to spread back out.
Why does this nerf splash damage? Splash hits less units at a time.
Why does this buff splash damage? Armies are physically larger, meaning a large portion of them will be too far away to attack. They will get in range of splash unit lines (like lurkers or siege tanks) only a few at a time, allowing the splash units to deal devastating damage. This forces the player 1) to attack from several angles, and 2) to send their units to different parts of the map to maximize their overall DPS.
What else does unit spacing do? It gives a defender advantage to players that spend the time to manually clump their defending units (with clumping = higher dps). Also, spacing further makes chokes important, because large armies will take longer to pass through a choke.
Things to look out for: unit spacing greatly buffs melee 1 on 1 units like the zergling and zealot (this can be mitigated by enlarging the zergling and zealot bodies, so fewer can attack a single target at a time). I don't know how it would affect ultras because ultras are melee splash (so it would be a nerf and a buff).
TLDR: Starbow will better achieve many of its goals by playing around with larger population limits and wider unit spacing
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@Kabel
- The maps may have been designed for SC2 but if you look at them and compare them to our current map pool they have a lot of similar traits as well as new ones. A natural inside the main like I said promotes faster tier 3/end game units as players will almost always fast expand with such a safe expansion available. This will let us see more advanced strategies because right now I dont see a lot of end game units even at the near late game, usually just +3 upgrades. In terms of map diversity between Starbow and SC2 theres not a whole lot of things you can put in a map to make it really different. We could use a Tal'Darim like map for sure but I find cross corner 1 on 1 maps provide the most exciting game play to watch. Also with Starbow on the short end of popularity it'll be hard to find map designers who create maps specifically for Starbow. We could ask ScorpII? He is an amazing map designer.
- Yeah you're right Dark Swarm and Ensare on 1 caster is over kill. As for Frenzy though Frenzy is like an AoE Stimpack for the zerg army at hive tech so in terms of excitement I don't see how it could be less entertaining or enjoyable than stim :-/ when having casters in a players army you are not restricted to only 1 caster. Having infestors and swarm guardians in an army is very beneficial for reasons as you said above,a snare and dark swarm together or fungal and frenzy, forcing the opponents army to take the brunt of hydras at 0.5 attack speed.
-If control groups are an issue at making them work then thats fine it's just a suggestion to further back away from deathball and to make unit compositions more critical. 24 might be too low for a lot of people but something between 30-50 could work that way theres more than 1a to attack
@Beef Noodle
Population limit is fine. We never get to 200/200 on NA unless there's a massive skill gap or Cahn is being a douchebag dragging out a game on purpose...which usually is the result of the skill gap. 150 tends to be the golden supply where shit gets serious and battles occur. Master vs Master at Starbow is usually even more micro intensive at 90-100 supply. Kabel has succesfully killed the deathball as it is
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To help promote Starbow I'm going to attempt to stream my games. My stream can be found at twitch.tv/hexparkuss. The quality won't be great but it's bearable, when I was at the top of my game in SC2 I had 15-30 people watching my stream when I competed at local tournaments so :/ low decent at best perhaps? Hope it'll help give exposure none the less.
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I prefer Plague on the Infestor, honestly. But I would enjoy a positional death-and-decay spell even better. I've been thinking through some ideas for it and came up with this as a prototype:
Infestation Bloom Channeled, can be cast while burrowed, range 9. Costs 4 energy per second, lasts 25 seconds (can be cancelled at anytime).
Creates an increasingly larger patch of infested ground. Drains 4% health per second from Mechanical units and structures to a minimum of 1 HP. Zerg units regenerate 4% health per second. Does not affect flying or hovering units.
Requires Hive and research at Infestation Pit.
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Not completely satisfied with this. Making it a channeled spell might be too problematic, but I couldn't see another way to balance it against Protoss walls, for example. Then again, Plague was able to do the same thing in BW and that was instant cast, hit the full AoE at once, and drained faster, so maybe it wouldn't be too broken?
However, I wanted the spell to be useful against Siege lines, to force them to redeploy and let the Zerg gain some ground. This wouldn't be possible without the spell being cast while burrowed, but that seems too powerful if it's not a channeled spell as well.
Lastly, making the Infestor able to cast all of its spells while burrowed feels a little off. It would mean that, essentially, you never have a reason to unburrow them, which is less interesting as far as micro and decision-making goes. I think adding a fourth spell that can only be cast above ground would fix that, but it's up to Kabel's judgement whether that's too many spells on a single unit or not. I was thinking Consume with a twist - make it able to target any biological unit, including enemies, and drain HP while converting it to energy over a short duration. By making the Infestor vulnerable to use it, it wouldn't be the sort of thing that is often used offensively, but the option is there if a pack of Infestors somehow can catch a Templar or a few SCV's undefended for example.
This isn't to suggest that we couldn't also still keep Consume on the Viper. I think it would be fitting Zerg's theme to have a shared ability between all the casters, similar to how all the ground units can burrow and gain speed bonuses on creep. Shared abilities and attributes over a range of units is very appropriate to a swarm race. The offensive Consume would also allow small groups of Vipers to actually snipe bio units on their own in combination with Abduct if that spell still finds its way into the game.
Since we're on the subject of Consume, I actually don't like the building-chewing version from HotS. It doesn't have any immediate trade-off; the buildings are generally safe from harm and can simply regen the life, or be Transfused by Queens, turning Transfuse into an energy swapping spell with a clumsy middleman. It leads to gamey situations like Zerg building 6 extra evolution chambers just to be Viper food. Consume killing a unit means you actually have to make a real sacrifice each time you use it, and it gives Zerglings an additional reason to be made in the late game (besides Adrenal Glands of course). It also just feels more visceral.
Lastly, I love Ensnare and I'd still like to see that on the Viper, it would be more reminiscent of the original BW Queen spell on an air caster. But it does have a dangerous synergy with Dark Swarm. This is another reason I think Dark Swarm belongs on a ground caster... and it has one less obstacle to being on the Queen if they can be granted Consume as well (probably not unlocked til after Lair though to prevent mass creep tumor explosions in the early game?). But there's still the issue of Queens costing only minerals. Maybe, and this is a big experimental maybe, have Dark Swarm cost something like 50 vespene gas per cast, if we took that route.
So, my ideal caster line-up would look like this:
Queen Creep Tumor, Inject, Transfuse Consume (unlocked at Lair, can slowly eat enemy bio) Dark Swarm (unlocked at Hive, costs vespene per cast)
Infestor Infested Terran, Neural Parasite (both castable while burrowed, no research requirement) Consume (can slowly eat enemy bio) Infestation Bloom (research requires Hive, channeled/cast while burrowed??)
Viper Ensnare (slows move and attack speed) Consume (can slowly eat enemy bio) Abduct (requires Hive??)
Overseer + Contaminate
One final change I would consider, and only if we ended up with this spell line-up, is making the Viper Spire tech rather than Hive - it's not a massive unit (remember the theme of Hive in SC2 is Massive, and the theme of Lair is attacking from above and below - one flying caster and one burrow-move caster on different tech paths would fit that), and without Dark Swarm it wouldn't be so game changing at an earlier stage. However, Ensnare could double as a new siege breaking spell with the attack speed reduction. Abduct in combination with small Muta raids would also be interesting to try out.
So that's my two cents. A lot of ideas need refining/testing but in my opinion this is the best way to fit all the different casters together as pieces of a whole.
EDIT: Yeah there is no way that Infestation spell is viable channeled. I think it needs to be just 100 energy, instant cast. As long as the research isn't available until Hive Tech it shouldn't be a problem.
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On October 04 2012 10:46 ArkussSC2 wrote: To help promote Starbow I'm going to attempt to stream my games. My stream can be found at twitch.tv/hexparkuss. The quality won't be great but it's bearable, when I was at the top of my game in SC2 I had 15-30 people watching my stream when I competed at local tournaments so :/ low decent at best perhaps? Hope it'll help give exposure none the less. This is excellent!! I'll be able to get much more observing done this way than trying to boot up the actual game.
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Smile, save me from going red in the face and get rid of the idea of Queens having Dark Swarm. Please.
Just hit follow so you know whenever I'm up. I'll only stream games I'm playing with people of equal or higher skill to prevent useless footage.
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30 minute ZvP vs iMoLMantis. You can tell I'm struggling on what to do late game vs P because normally P dies in 10 minutes
http://drop.sc/261217
Quick Summary: 3 base hydra all-in fails horribly, 4 base zerg vs 3 base protoss. not a lot of action the first 15 mins then picks up a bit. Ling Hydra Broodlord vs Zealot Stalker Archon Reaver.
Hoping for more games like this so I can learn late game ZvP in Starbow I think Infestor Broodlord will still be viable without the mass broodling spawning, will have to test
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On October 04 2012 11:33 ArkussSC2 wrote: Smile, save me from going red in the face and get rid of the idea of Queens having Dark Swarm. Please.
Just hit follow so you know whenever I'm up. I'll only stream games I'm playing with people of equal or higher skill to prevent useless footage. Well here's how I'm thinking of it now. Think of it like, if Dark Swarm wasn't in the game, and its old role of breaking heavily defended positions was replaced by Infestation, Ensnare and Abduct in combination, right? Between Infestation forcing units back out of position and/or creating healing zones for your army, Ensnare reducing the incoming DPS by lowering attack speed of chunks of the opponents forces, and Abduct picking off outlying area-control units like Tanks and Reavers, we might not even NEED it anymore.
Each of these three spells have multiple uses and powerful synergy, and I think they will make for a deeper lategame experience than bringing back the Defiler as a flying unit.
Then as an added bonus, Queens could have the use of a toned down Dark Swarm spell to add more positional gameplay to base defense and there is still the potential for pimp plays using forward Queens with Transfuse and DS in the middle of the battlefield.
All I'm saying is it's worth trying out for a little while. Give it a shot. If the ideas aren't working, it's a simple matter to change it all back and take another approach. Or, for now perhaps we could go with the simple solution of Dark Swarm and Plague on the Viper and Ensnare replacing Fungal on the Infestor, but once HotS launches and we make a "StarBow Expansion" then maybe give my ideas a try since a few things will have to be rebalanced anyways. Hopefully by that point I'll also have a computer that will let me demonstrate myself in-game how these new strategies and tactics would work.
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All I'm saying is it's worth trying out for a little while. Give it a shot. If the ideas aren't working, it's a simple matter to change it all back and take another approach. Or, for now perhaps we could go with the simple solution of Dark Swarm and Plague on the Viper and Ensnare replacing Fungal on the Infestor, but once HotS launches and we make a "StarBow Expansion" then maybe give my ideas a try since a few things will have to be rebalanced anyways. Hopefully by that point I'll also have a computer that will let me demonstrate myself in-game how these new strategies and tactics would work.
I think you seriously understimate the challenge of keeping a small community to play the game. If you keep changing the design all the time "good players" wont want to invest time to understand how matchups work (this was my biggest problem a while ago, and I got interested in it again because it seems to be more stable now).
While design is important you don't seem to understand the time and number of players needed to fully explore a design. What's the point of changing the game all the time if we don't even understand how it really works right now? I think this the reason why there was some animosity against you earlier in the thread, theorycrafting works only up to a certain point, and what this mod really needs are master level player (which i'm not unfortunately). I guess what I'm saying is that trying new ideas has a cost in term of community support, it's not simply a matter of trying things out and change it all back if it fails.
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On October 04 2012 11:09 SmileZerg wrote: I prefer Plague on the Infestor, honestly. But I would enjoy a positional death-and-decay spell even better. I've been thinking through some ideas for it and came up with this as a prototype:
Infestation Bloom Channeled, can be cast while burrowed, range 9. Costs 4 energy per second, lasts 25 seconds (can be cancelled at anytime).
Creates an increasingly larger patch of infested ground. Drains 4% health per second from Mechanical units and structures to a minimum of 1 HP. Zerg units regenerate 4% health per second. Does not affect flying or hovering units.
Requires Hive and research at Infestation Pit.
I like this idea very much. Especially because you would need to deploy your Infestors strategically, pre battle, because the spell would take time to reach the maximum area of effect. Sort of like morphing the battleground to your liking and engaging when it feels right. So its not like in current SC2 when you run in with all your stuff and spam spam spam.
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Smile, as someone who constantly talks about design just sit down and think about your own idea for a second. What specific role do we want for our units? What are there current roles? The Queen is the all about the zerg base. She gives us creep to expand the terrain of our base and gives us larva to keep our economy and production going. She's an early base protector, stopping fast harassment plays if we choose to go for a macro style. Why in the world would we add Zerg's best offensive game winning spell to that kind of unit? The Queen is not meant to see combat off creep and sure as hell not meant to be a dominant caster. I'm sure you would agree that the transfuse ability could even be moved to a different caster as well to be used in a more micro intensive offensive way.
If we go with the assumption that we can throw skills on units and just revert every time it fails then 2 things happen: 1) We create way too much work for Kabel and anyone else who may work on the actual mod, having them test out silly theories and suggestion that have little to no benefit to the actual game 2) We irritate those who currently play and potentially drive them away because of all the changes all over the place.
Leave the Queen alone, it's not the Brood War Queen so it has no purpose in combat. Remove transfuse and add it to another caster maybe but don't be adding offensive spells on the single handedly most defensive unit in the game. (Which other unit's 100% purpose is to stay at the base?)
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