My thing with it is that I would like our straight T1 to be non-fusions, so they can be used in a standard "swarm" strategy like the Terran can do with Rines, Marauders, and Reapers. *shrug*
I think you both have good points here, obviously T1 are supposed to be non-fused, but maybe some units are too strong, or their roles aren't supposed to appear in early game. I feel the Clanker or SCU will have to be fused and moved to a little higher tier, to fill a role similar to the Archon.
That part of the process will occur later on when we begin testing the units out against the other 3 races. From what we have already on the test map, I think the scout drone should have a small time increase, becuase they build pretty fast. All the others should probably be toned down slightly.
Changing the topic: I foresee possible problems with the autoharvester because of its size and the need for power. If you think about Blizzard's melee maps, placing a Town Hall at the center of an expansion will leave no room for an autoharvester near the minerals. I hope alpha tests will prove me wrong.
And even if it doesn't become a problem, that will be the largest structure in melee games. I guess DrSuperEvil wouldn't be satisfied with a regular-sized structure. ;-)
That is true, yes. It is a big structure. But if you know that you're going to use an autoharvester, then why place the town hall in the spot of where the auto harvester is supposed to be? What I'm trying to say is, it's all part of the strategy of this race.
Heck the autoharvester gathers minerals at a rate that makes puny workers pale in comparison. Having autoharvesters and town halls too close together would just be imba. If vespene gas is a concern then you try and find a less ideal spot for your harvester. Also if it was smaller the large boom would look funy.
I see you guys are already thinking about specific strategies for this race :-) Yeah it would work, but it will make the harvester great for expansions and not that great for the main base. I cant wait for alpha.
My current idea, since the main base makes its own power, is to set a town hall someplace that leaves room for the harvester, then build the harvester in the power field, then make your workers to grab the gas.
Or, hell, if the idea is still going through with? Add a power structure to cover the gysers and build a couple automated harvesters.
Congradulations, you just cleaned an expansion with one worker.
@DrSuperEvil: Go That's my idea, forcing players to build supply structures AND power line structures as separate things is not a good idea. Since our system is a big drawback for this race we have to compensate somehow.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I agree with all those but the drill bot being a non fusion. Just think it is potentially a little strong for a non fused unit.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
My thing with it is that I would like our straight T1 to be non-fusions, so they can be used in a standard "swarm" strategy like the Terran can do with Rines, Marauders, and Reapers. *shrug*
I think you both have good points here, obviously T1 are supposed to be non-fused, but maybe some units are too strong, or their roles aren't supposed to appear in early game. I feel the Clanker or SCU will have to be fused and moved to a little higher tier, to fill a role similar to the Archon.
@SoulFilcher: Go
I would say the Clanker should be made a third mech-level unit with the Liner and Walker, as it reminds me of an immortal.
I was thinking of the T1 units being units that build quickly so that they can form larger units in an average amount of time.
@littlefury916: Go
Seconded.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
So, if they build faster, should they be weaker than the other race's counterparts? To discourage rushing?
@AtikLYar: Go
That part of the process will occur later on when we begin testing the units out against the other 3 races. From what we have already on the test map, I think the scout drone should have a small time increase, becuase they build pretty fast. All the others should probably be toned down slightly.
Changing the topic: I foresee possible problems with the autoharvester because of its size and the need for power. If you think about Blizzard's melee maps, placing a Town Hall at the center of an expansion will leave no room for an autoharvester near the minerals. I hope alpha tests will prove me wrong.
And even if it doesn't become a problem, that will be the largest structure in melee games. I guess DrSuperEvil wouldn't be satisfied with a regular-sized structure. ;-)
@SoulFilcher: Go
That is true, yes. It is a big structure. But if you know that you're going to use an autoharvester, then why place the town hall in the spot of where the auto harvester is supposed to be? What I'm trying to say is, it's all part of the strategy of this race.
@littlefury916: Go
THis is also what I was thinking.
You wouldn't use a town hall and harvester together. You would use one or the other.
Of course, you could always put the hall further away and use both if needed, I suppose.
Heck the autoharvester gathers minerals at a rate that makes puny workers pale in comparison. Having autoharvesters and town halls too close together would just be imba. If vespene gas is a concern then you try and find a less ideal spot for your harvester. Also if it was smaller the large boom would look funy.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I see you guys are already thinking about specific strategies for this race :-) Yeah it would work, but it will make the harvester great for expansions and not that great for the main base. I cant wait for alpha.
My current idea, since the main base makes its own power, is to set a town hall someplace that leaves room for the harvester, then build the harvester in the power field, then make your workers to grab the gas.
Or, hell, if the idea is still going through with? Add a power structure to cover the gysers and build a couple automated harvesters.
Congradulations, you just cleaned an expansion with one worker.
Enjoy your enemy's jaw dropping.
Still the autoharvester will cost some supply. Also the power lines should be relatively cheap and quick to build.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
In the alpha map, they're currently a carbon copy of the other supply buildings. Is this just for now? Or do we plan on keeping it like this?
Was thinking lower cost and faster to build but less supply each since you will be massing them with a large power network.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Unique supply style? Genius! I love it. Also, will the supply structure require power?
Thought you lot were going with the power lines are the supply structure?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go That's my idea, forcing players to build supply structures AND power line structures as separate things is not a good idea. Since our system is a big drawback for this race we have to compensate somehow.