Enjoy the classic broodwar game with improved mechanics, new units, upgrades, abilities, and lot of changes that will improve the gameplay and open new strategies and compositions to fight with.
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Protoss Tech tree alternation | Locked | |
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Mar 28 2017 Anchor | ||
Switched Citadel of Adun with Cybernetic Core. Citadel of Adun allow to produce early-game High Templar and is pass to Advanced buildings. As upgrade, High Templar can gain Blink [Psionic Transfer]. This allow HT to be used for scouting purpose and for escapes. Also for map scouting, would be good if Blink not required to see destination location, to traverse up-cliffs. Thematically psionic teleport fit Templar very well. High Templar require Templar Archive to gain transform into Archon skill. Templar Archive: allow Dark Templar, Archon and Dark Archon, together with Psionic Storm upgrade for HTemplar. Also after few game Sentry with Blink, has rather exploitable tactics with dancing around attacking force. With early greater range and high burst dmg, its OP vs Zealot or Zerglings rush. I await enemy attack in base. Then jump at the units back. Melee units follow me. I run away and come back. This tactics dont feel right. Sentry - req. Shield Battery. 5 range early damage unit, with Plasma Surge: range 3, target unit recover +50 Shield, but Sentry lose shields and cannot attack for the duration of cooldown. Upgrade: Phase Reactor - sentry dont lose his own shield when doing Plasma Surge. Sentry Plasma surge suppose to be last resort, rescue skill. You disable single Sentry from fight to gain few second for escape with your endangered unit. Also the 3 range force player to plan this skill use ahead, potentially reducing micro and increase skill use planning (need to take into account that sentry need time to come closer). Dragoon become mid unit. Produce in Robotic Facility. Required Cybernetic Core. His skill Overload required upgrade. Also for gameplay reason: Corsair could required Observatory to be build in Stargate. I doesn't have believable explanation for that . But access to each unit would be gained gradually. Which, I believe, is what it should be. Edited by: Łagi |
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Mar 30 2017 Anchor | ||
I have planned sometimes to change the protoss tech tree to allow more flexibility early game. Proposed Templars: blink will give more survivability. For scouting, hallucination is already a good tool. So i see blink here mostly as an escape mechanism (or to connect a storm into a unreachable position, which may become imba) The Warden was designed mostly as an early game support unit. The guardian shield ability is only effective against fast attack/low damage units (like marines, zergling, hydras). Warden Fill a similar gap than the old sentry. The decision to replace the sentry with warden was based on:
Robotics: in vanilla (and in current version of the mod) is mostly for support/specialized units (which i like mostly). Puting a core unit here may complicate unit production, making protoss have to build lot of production buildings (You will need gateways for zealots, starports, and now additional robotics for dragoons) Options to reduce the overlapping between sentry and dragoon About merging units: Yes! |
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Mar 31 2017 Anchor | ||
RavenWolf wrote: Hallucination dont allow you to cross terrain, as there is no protoss air units early. Hence the Blink twist suggested. but all above HT in not important when you go to sentry/dragoon paragraph RavenWolf wrote: good design. note "enfasis on Robotic as the support tree"
right. Arbiter req is a good step then? it massively reduce Arbiter in my games appearance. RavenWolf wrote: Terran has core unit in each facility. Allowing to make viable build going Bio, Mech or Air. And borrowing tools from other tier, so they not becoming obsolete if you focus on another. Zerg can cherry pick what he want, by growing required structure. RavenWolf wrote: In this paragraph I use all above collected "post resource": I have different vision: I see Sentry as early range unit, with AtA attack. Dragoon as mid unit. More powerful and more rare. Pushing Sentry to robotic is believable. Dragoon in Gateway also feel right (its cyborg, so not pure mechanical unit, and his bio-part remnant need to come from outside protoss heritage line). Robotic Facility early access [after Gateway] to Sentry - AA, range unit, with supportive function* (fit to RobFac philosophy). RobotFac early access: how about Shuttle? limit early transport? (req. Cybernetic Core)? Dragoon req. Citadel. Citadel having Gateway units (zealot, Dragoon) upgrades - this I like. RavenWolf wrote: you're lack of comment about sentry merge into warden, make me think you dont like this particular idea. |
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Apr 3 2017 Anchor | ||
Łagi wrote: Yes, but i consider that a kind of racial difference. Protoss main army comes from gateway and stargate with support/utility from robotics Sentry may fit robotics as a harass/raider role Oracle with low vision can be good, with revelation spell helping overcome the drawback Remember that all of this is only theorycraft, when you start to analyze some of those changes in a more analytic way problems and imbalances start approaching. Like making robo available after gateway will reduce the time that you can rush for reaver/shuttle. As you can start robotics at the same time than cybercore. Then if you leave sentry at robotics and dragoon unlocked by citadel (and citadel requiring cyber core), if you dont go robotics after gateway, you only have zealots until citadel which will limit gateway play early game. If citadel dont require cyber core. Then dragoon will probably be chosen over sentry as it can be trained from already constructed gateways and fasten the requirements to templars. Personally, i prefer to not change the tech tree unless there are good reasons to do so. |
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Apr 4 2017 Anchor | ||
Agree, to not switch time for building access, with current ideas. then: 1.Sentry early unit (req. CyberCore) - same as now. what you think? I think its solid. only 2 early units issue; * if faster access: |
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Apr 24 2017 Anchor | ||
C: add new unit to Nexus Oracle: I prefer it as a starport unit, Having a spell that provides detection will give an option over robotics. Ofc the detection provided will be situational and less effective, so you will need observers against heavy cloaked tactics |
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May 21 2017 Anchor | ||
For 3 early unit; I just try mod SOR. I play SOR some more, its meh.. but allow me to test some idea: =================== =================== SOR High templar can put bio unit into prison (no move, no attack, vulnerable) - its not OP at all. You waste energy on it. And putting single bio, never change the tide of battle. plus targeting micro is not worth it (even for me who play on normal speed). I would welcome such skill, only I would prefer only to disable mech unit attack. Also HT in SOR mod has attack, that feel quite nice. I think good approach would be high dmg concussive 30, with very long cooldown*, 2range, vsG,vsA. *to work as finisher, not a viable attack. |
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