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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StormRaven | Locked | |
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Apr 2 2016 Anchor | ||
I have quite a lot sentiment to this unit, as fledgling avatar of this mod improving. Getting real: What is this unit role? Slow down incoming melee enemies. Besides early Melee rushes, close combat enemies are not very threatening (thanks to pathfinding ). GRP - stop forcing players to imagine SR as medium unit, if the beholers eye see fragile female. Especially now when Firebat is medium. Weak point: upgrade Optic Flare: AoE (2 use per unit, like vulture), GRP as granade launch, and some light explosion. Precise one unit blind is hard to use, but with AoE would be great against enemy with stack of long range units (blind all tanks and come closer). upgrade Shock blaster: remove min range, reduce max range, increase RoF. SR replace shock rifle with something with bigger rate of fire, but it has also drawbacks. Gameplay purpose of this upgrade is to reduce issues with min range for AI, that may or not occurr (RavanWolf mention it in some discussion long ago). P.S. Dont know if its possible, but skill to reduce target attack range (not blinding) can be alternative to micro-EMP, if you dont like such audacious anti-protoss effect. |
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Apr 3 2016 Anchor | ||
I was thinking the same about stormraven, the unit doesn't have a good role at the moment. And im still undecided on how to improve it. The problem with your approach its that is too specific against protoss, it wont have much proposes on the other matchups. For some reason also i dont like limited abilities (spider mines are fine, but i will try to avoid adding others) i prefer energy instead. Reducing range with it basic attack its something i have considered AtM firebat its great to counter most CC units (lings, roachs, zealots) and also perform well against dragoons. So not sure about making ravens specialised against protoss, what i think is that it should synergy well with mech units. The current version its Shield makes it not medic dependant. And long range slow makes it good to protect siege lines from fast moving units But still not convinced by the unit overall Other stuff im considering
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Apr 3 2016 Anchor | ||
ROLE: Support for mechanical unit OR Harassment - upgrade to work together with other troops or in seclusion. Something like ghost (with lock-down his a good support). Nice harass feature would be to timely turn off structures (workers stop gas gathering, stop unit production, put down defenses structure (detection), infantry need to leave bunker) Harrasment: Cloak? Teleport? Speed? Hide (on/off)? BLIND for SR: I think we reach consensus how Blind should work, no matter what role StormRaven have, its good ability for her:
:/ , I like limited "ammo" - more than "clutter" every units with energy. Usually you dont use the stash before unit die , and even if you find yourself without stock, you can build next unit. Also Blind can work like that; StormRaven can use it only when has full shields and each use deplete (zero-ing) the shields. CASTER or not: Slow down: no need energy P.S. Support for mechanical unit - need to thing about that more, now just my idea for harassment. EDIT: SR need some basic feature from the start. Let Electrostatic discharge and Hide be available from the start. Hide for harassment (use to place on map and hide, utill Building Off skill become developed), Electrostatic Dis to accent support role, also longer sight range could make it a good spoter (hide + long gaze). Edited by: Łagi |
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Apr 4 2016 Anchor | ||
Im also want to avoid adding energy bars to every unit. But if that meant having to create special rules (like shields acting as energy) for some unit i'll definitely will go with energy. Other options that i prefer are abilities with simple drawbacks (stimpak, overload, hunter mode, shield deploy) About the abilities, disabling a building its something i have considered in the past (contaminate spell), but i feel that i may turn in a useless ability (like in SC2) or a complete broken one. Also what effect it should have against hatchery/hive/lair? Zerg have they production limited to that building, so disabling those requires less casters, and have bigger impact on zerg economy AoE range sight reduction its something i want to add. But its stormraven the best unit to have it? For the existing units with energy it can be reintroduced as a medic spell or may be added to dropship(like planed before) thus it will require to become a spell caster, and i also have considered the option to give cloak for dropships, so it will allow better drop strategies. But again those last changes will leave the stormraven without a role to fill |
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Apr 6 2016 Anchor | ||
If you didnt plan to give any new "role" for Stormraven, I mean giving her new skills or tweaking old, then removing Stormraven is better decision that leaving unit without any specific thing role , and thus creating noob trap for new player who futile try to figure out the unit application. Dropship with cloak, vortex bombs (reduce sight and range) and emergency pad upg. can be nice thing for testing that open lots of new tactics. EDIT:
Disabling building can not work at all with zerg structure - same as Ghost LockDown. ==== Stormraven (no energy bar) Edited by: Łagi |
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Apr 8 2016 Anchor | ||
Sabotage and optical flare doesn't look like useful or attractive abilities (even if they sound interesting), due to a little problems: Optical flare: This would make the OF too specialized: Sabotage: Even with the changes, both spells could be rarely used. This also happens in SC:BW and SCII, both spells are the least used. Other approach the unit could have is Tier 1/1.5 harass option: -Concusive Shells (Passive skill): Any enemy unit hit by the Stormraven's attack have their movement speed reduced by % 50 The Concusive Shells will keep the actual "role" of the unit, the Jet Pack (1 or 2) could bring the unit more movility and the Multi-Lock would make the unit a threat for weak small units (like workers). This would give the SR freedom to be used in Hit & Run tactics (creating another option different of the Vulture), harass and still could be used with the main army (due to the Concusive Shells). Terrans doesn't have a Barrack's option to harass (like Zerg(Zergling/Baneling) and Protoss(DT)) and the only H & R unit is the Vulture, and a small weak unit could be a good option. |
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Apr 10 2016 Anchor | ||
KYSXD really accurate comment, pleasure to read Limit one mine per StormRaven (or produce like carrier, but its awful micro, or suggested in this post Optic Flare drawback) |
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Apr 10 2016 Anchor | ||
Optical flare (Blinding nova, shock bombs or whatever name) wont only reduce sight but also range. But i think that it that won't fit in the stormraven if the unit remains cheap in cost. Will be better for a support caster (may be dropship, maybe other unit) I like the proposed jet-pak harass option for hit and run tactics (ofc will require new grp or edit the current one). Slow may remain but combines with multiple target hit, can be imba in my opinion, so probably will have only the slow passive. The self cloak, option its also a interesting approach, can be good for infiltration in the early game. The exploding device/drone its also a very interesting approach as it can be used to avoid terrain/walls. But will need to find a drawback cost that makes sense and its balanced. In this case a limit amount seems reasonable. But, i dont want to overload a unit with too much abilities (optical flare, cloak, electrostatic, and the mine) So probably will end with slow on attack, infiltration skill (cloak, jetpac or drone), and if still feels that something it missing i can consider an additional skill/ability. |
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Apr 12 2016 Anchor | ||
Agree, for SR resign from Optical flare. Dont fit to cheap unit. If SR suppose to be early harassment unit, then semi-cloak should be default skill to define this role. Semi-cloak (hood?) fit to early, cheap unit gameplay. Dont require attention for energy management with lot of units, nor micro with turning it on/off. Slowing attack should stay as upgrade, so SR can be expanded to support role. A can place itself in position when B cannot reach him, and when B step back he use jet pack to jump over and chase the target. Drone - building damaging skill, could work good as late game upgrade, equivalent of Incinerator Gauntlets on Firebat. |
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Apr 15 2016 Anchor | ||
Im currently tinkering with the SR. Mine version: -Instead of a mine will be a drone that can deploy (burrow) My Vision: Edited by: RavenWolf |
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Apr 18 2016 Anchor | ||
IMO drone should be autonomous. Switching mode A/B is max player influence on drone behavior. With cheaper StormRanens you would have also more Drone to control. This micro can be bad, it would be like controlling interceptors with Carrier. Deploying Drone should be in form of shooting Drone in the rocket. Its more fun than just put it in same place that SR stands. |
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Apr 20 2016 Anchor | ||
Yeah the deploy will be like a missile, so you can deploy them at range (or over cliff) but they still can be selected and move as you want. I dont think they require much micro. Edited by: RavenWolf |
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