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Terran Tech Tree for SC Revolution 2.x | Locked | |
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Feb 3 2017 Anchor | ||
Here is my thoughts about how the terran tech tree in SC:Revolution 2.1 should be.
4.5. More energy for Scan
EDIT: structures has second late add-on that allow to recruit ultimate units (ghost, tank, Bcruiser). existance of 2 add-ons create path to choose. First add-on can be switched among all 3 structures, while second is unique. starport basic units is Dropship - to allow faster desant option for ground army , without additional involvement into air units. science facility become an "gate" to late game Edited by: Łagi |
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Feb 6 2017 Anchor | ||
Extra supplies: they was introduced to help terran in two areas of conflicts, first: space management. Supply depots take too much space (compared to pylon) and terrans tends to get clumsy with supplies + addons from production building. Second: alleviate the need to control workers (you need to build a supply and then remember to take your SCV back to work) in contrast with other races. Your proposition will instead make it useful mostly if you are supply blocked which is also a nice approach. But if you are checking your supply to not get blocked you cannot get much benefit from the addon. As for same cost you can get double ammount of supply. Medic restoration removing lockdown: Yeah i forgot about that, It was changed when ghost cost was raised and it was planned other ability to remove it. But never implemented. Higher energy for scan can be a good change to test. But making ghost the detector may not be a good idea coupled with that nerf. Scan would turn the only way to detect over cliff units (as ghost don't have vision) and air unit on unpassable terrain. Also ghost are not fast enough and very fragile. Dropship proposed ability is nice and offers some usages. For example, with this proposition, if you want to build battlecruiser supported with wraiths you will need to split your starports with the different addons. And if you get all most of your wraiths killed and want to send reinforces you production of wraith is cutted in half (unless you spend more resources, time and physical space for more addons) |
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Feb 7 2017 Anchor | ||
Thank you a lot for answer. You're observation and experience from Starcraft is enlightening. I hope You not get offended by below answer, I just feel this way I more clearly transmit my vision. extra supplies: 50mineral for +4supply is NO-brain. There is no game-wise decision to not upgrade Supply. Its just labor. I upgrade every single Depot, right away. Restoration - if it remove Stim from enemy, Restoration would be worth to develop only for that.
with second expansion I'm able to do instantly 8 scans (if ComSat has full energy). I can scout EFFORTLESS (no micro whatsoever) 8 place ANYWHERE on map AT NO COST. I can scan EARLY, before fastest rush. enemy CAN NOT PREVENT IT. I can REACT IMMEDIATELY to any hidden unit. And I can do it at the SAME TIME in many distant places. And I can do it the WHOLE GAME. setting the scan energy cost to 70, will allow to do 2 scans and 3rd one after a while (60 left from 200). This would reduce alltime scanning.
Yes, it would weaken the Terran detection - THATS THE POINT. Additionally it would increase race variety, which is PROS. I think, ghost would only be used as spotter in some critical places for defensive use (bunkers, army concentrations). think about parallel world, where Blizzard was to afraid to differentiate a LOT three races and make Starcraft mechanic a'la Warcraft2. In this universe 20 years later some dude trying to convince other pal :
currently the presence of Reactors limit WAY more. Reactor narrow infantry composition to ONE unit. AND if you want to build TechLab you need to split your structures with different add-on's anyway. if there is NO reactor. Terran need to build double as much structures to obtain same production speed. Double structures = double opportunity to attach other add on. Second, special add-ons are mean for late game, where you focus on one ultimate unit (with excluding only one another type from production in same structure). I admit maybe its too artificial solution, that triples the BCruiser tech tree feeling, but that would need testing. On paper looks interesting.
THATS THE POINT. So if you decide to produce Ultimate unit, you need to sacrifice (a little) on access to another unit type. ... but here is some butthurt oitment: Terran could swap Starport with other structures with TechLab if he desperately needs to double wright production. It would increase usability of Your "configure Add-on" mechanism*. *nowadays I use configure Add on, for swap 2nd barrack+techlab with factory+reactor. So i have 2x barr+reactor = INSANE amount of marines with stim and range upgrade, support with few medics. And factory ready to produce siege tanks. P.S. Protoss tech tree is full of ballast structures. Cytadel of Adun shine here the most. Structure that give you access to another structure ("ok ,lets pu here single upgrade"), even in cliche RTS stable give you at least access to Knights. One step further we have Templar Archives, that give you access to 4 units and allow you to develop 6 critical for protoss skills. Yess, Vanilla is perfectly design. edit 9feb:
after consideration I admit that your right here. edit 13feb:
Starcraft tech tree are made based on "ballast" structure (buildings that you only need to have 1, to unlock some unit). Ballast structure are part of SC identity. Removing Academy is inconsistent with that philosophy, but introducing Fusion Core fit well. Vanilla add-ons suppose to delay access to more powerful tools (Factory tanks, Starport BCruiser) in each Unit Spaw point, which should limit numbers of BC and Tanks. If we add universal add on (techLabs that can be switch with different type of unit producing buildings) its contrary with the original idea. Here yet another proposition without TechLabs,with more Ballast structures SiegeMode upgrades in Fusion core - allow to use tanks without siege mode (tank come to play in MID, siege-mode in Late game) P.S. Extra Supplies should cost 75 minerals +4supply ; Scan cost 70 energy. Edited by: Łagi |
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Feb 14 2017 Anchor | ||
Engineering unlocking firebat: The main purpose of those buildings (enginering, evolution, forge) is to unlock static defence and defencive detection. So you must choose on early defence or early access to new units. So making firebats unlocked will reduce the decision involved on which building make first (in vanilla, academy or engineering). Again, Academy will be reintroduced unlocking firebat or a new unit. Turrets with EMP: static defence should not require attention to be effective, adding an ability that require micro, doesn't feel good. Also It will be extremely unbalanced against protoss. As it can reduce half of the enemy health, for a building that cost only 75 min, and you mostly build more than one in a defencive position Delayed siege tech: Tanks alone can be easily countered by basic units (zealots, zerglings, marines), without siege mode the diamondback is better in every aspect the tank can be used. |
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Feb 15 2017 Anchor | ||
great remarks RW. agree, Revolution Engineer Bay is more viable, but in vanilla Academy seems as obvious choice. So how you imagine Stormraven to be implemented? What role, shape to take? you absolutely right about emp for turrets. I was biased. Trying too hard to keep this skill on my fictitious scheme . It come from diminishing power of turrets in late game, when all main forces are upgraded to 3. also you're right about tanks. They are perfectly fine now. Very balanced IMO. Love the min range. I use it in tank mode also very often. I was trying to make Fusion Core more inviting. |
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Feb 17 2017 Anchor | ||
Yeah, for terrans was not much decision from engineering or academy as you have detection from comsat and bunkers for defence. Still turrets may be needed early in some situations. Specially if scan energy is increased. Fusion core already is inviting as it unlock weapon and armor upgrades for factory and starport units. So is a must have unless you play bio And stormraven is still undecided, i tested lot of iteration before removing it. |
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Feb 24 2017 Anchor | ||
ComSat be Science Facility add-on. Terk need to scout till mid game. Early detector Ghost/Turret become more viable. Give burst to FB and Marines. Marine increased range upg. + burst damage would be fine vs aircrafts. Let upgrades dont required outside structure. Nerf ability instead. F.ex. let Medic's Irradiation be less powerful than Science Vessel equivalent. Firebat Incineration gauntlets change damage from burst into explosive (so this research is in early game an downgrade). Let academy allow medic and firebat. + Medic need tech-lab also to limit numbers. Add-on limit numbers of powerful units. Want faster access = dont build Add-on. Let Barrack tech-lab allow early Ghost. Tech lab allow early detection upg. for Ghost. Ghost early become spellcaster-killer (sniper round). Science Facility allow powerful skill for Ghost mid game. And allow core, air combatant in starport (wright). Tank required Armory to delay a little more it appearance in Mid-Game. Fusion Core has Nuke Silo add-on. [ultimate at the pinnacle of tech tree, every structure has his add-on, reason for bio army, Fusion Core has something common with explosive matter) EMP - if you introduce Stormraven it could be ability for him. If not, replace Ghost's Lock-Down with EMP (Dropship Nanobots works as half Lock-Down). ==== |
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Mar 14 2017 Anchor | ||
Proposed Bio composition: in one hand it will centralize too much roles in bio composition (detection, cloak, GtA, AoE, Spellcasters) against zerg you can go pure bio and have every tool available (detection, spammable irradiate in medics, snipe against heavy units). In the other hand Bio will be only good against small units (mostly burst and concussive damage). Making bio even less competent against protoss and terran mech, which differs from what i aiming. I want every composition viable in every match up (ofc some composition will be more effective in some matchups, but using other compositions should be possible) Firebat upgrade doing explosive damage: Turning from burst to explosive will greatly nerf their damage against small targets, which are the units that the firebat is designed to counter. Normal damage is better option, as it works the same against small units, and improve damage against large units (Wich is what I aiming either be concussive->burst, or burst->normal) Com Sat (science facility add on): Make additionals scanner will cost 200/200... no one will build more than one, i get your point about the power that scan offers, but this will limit it too much. Lastly Fusion core add-on: I dont have a lift off/on animation for the fusion core, if you have a building or impassable terrain near it, you wont be able to build the addon. Of course it can be fixed by redoing the grp. Sorry for the late answer. I dont have much free time lately |
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Mar 14 2017 Anchor | ||
Approach with making every tier viable in his own is wrong. Each unit should rather try to compensate other tiers => Ideally army should be composed off every units. Which is impossible to do in competitive way (because eco/time - macro in general). So player need to compromise on taking some tools. Guessed what enemy will use OR scout good. PLUS: early tier (barrack) with later game "come back" with additional tools (not obsoleting), is an virtue. Its reinforce by vanilla design, by requiring to build Barrack before Factory, opposite to Total Annihilation philosophy, where you can have solely striding, hover, vehicles, aircraft or ships army (which view you share I believe). I'm incredible content that you take into account Marine+FBat dmg type change. Concussive dmg type is a mistake, and should be melt into burst. Explosive=>Normal sounds VERY interesting - I will not sleep, trying to figure out new implications . Early game mess is rather community habit. Besides i dont see anything to fear, nobody using competitive FB anyway. Mod can only gain on this change. PLUS: dont forget you have functional FB dmg variant from 1.6; burst=>normal. You're right about control. But by making Medic rare unit (expensive, longer build time - kind like Defiler), together with Ghosts - the micro will be simplified. ComSat: building one is a PROS. Scan become defensive tool to detect thread, not offensive exploit to increase siege tank range (or scout enemy main base in early game). shifting this skill to mid-game, will force Terran to scout. I see all + .
no one have I was thinking about FB damage: what if FB has default Normal damage, and be upgraded to Explosiong with also static dmg upg? |
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Mar 16 2017 Anchor | ||
Im not talking about making every tier viable, im talking of compositions. For terran, bio is almost tier 1 -1.5. But have some upgrades at tier 2.5 and also ghosts. But The bio composition Also relies on Science vessel and sometimes AtA support to be effective (that are tier 3+). Removing Science vessel and splitting their spells in bio units will reduce the need to go starport support, and will discourage mixing units from diferents compositions For terran, mixing units is somewhat harder due their upgrades separation (infantry, vehicles, ships) So you mostly commit to bio, or vehicles in early game. And mix some Air units (or fully switch to Air) In vanilla SC, terran bio is only effective against zerg, and almost no usable against the other match ups. I want to make every composition to stand a chance against every match up (ofc with support of different units) |
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Mar 16 2017 Anchor | ||
Agree, you got the point. Its an enlightening post. So philosophy you follow for terran is: we have 3 tiers (bar,fact,port). From each tier we should be able to mold our core forces, which we produce all time, and send into meatgrinder. Also in each tier there are different tools, that could be taken if needed: supports (vulture mines, medic heal, transport, scv repair) - requiring little focus and spellcasters - required attention for each use. Lets take a look at the tiers: Starport= Above description is flawed a lot. Because medic support don't benefit mech or air (restoration? please), while dropship support bio&mech but not air. ComSat = you keep it available early and as command center add on ? then nothing will change. With multiple scan source it required more controls (this i dont mention yet). Early access = killed scouting necessity, less viable detectors (turret, SV, ... ghost ocular proposal has no reason to exist). Aaaa... you know it all already. Dont understand your conservatism here, you change the game in many places quite drastic, usually in plus. I had a feeling that Revolution is slowly hitting the ceiling of potential improvements. OFC I would still love to check next version with burst Marines and FB. |
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Mar 27 2017 Anchor | ||
My reasons against leaving terrans without flying detection is that i feel that will leave it vulnerable to some hit and run tactics, even with scan, if enemy moves out the zone and attack again the scan energy eventually go out, and ghost cant keep tracking flying enemies because of terrain and speed. |
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