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PostPosted: March 24th, 2014, 11:52 pm 
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JOSIN.433
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Joined: January 21st, 2014, 8:01 pm
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Air Mercs
[Partial Re-balance by giving air a hard/soft bonus tag, and debuff tag to make airs counters harder ex muta will do reduced damage to scout making scout a real hard counter muta now (same vs lancer). Similarly intended ground counters vs air will be stronger. Some air (like VR) is going to be buffed slightly, and -flying nerfs on some ground reduced]

Air Debuff tags added
Overview
Spoiler:
[Went with first bonus tag of (+30%) and second bonus of (+15%), debuf is (-15%) for each tag. This gives net outcome or Air vs Air counter ring being hard counters, and in air vs ground air will do good vs 1 HC 1 SC, and bad vs 1 HC and 2 SC]

Also, Air vs ground counters are built around the mechanics involved but heightened via tags, this ensure that a reliable counter to said air unit exists.
Example:
Wraith:
Wraiths evasion makes it strong vs high damage slow rate of fire attacks. Hence wraith is suited to be strong vs Immortal, and lancer. But is also countered via Goli's multiple lower damage AA attacks that eat through evasion very fast.

Scout: Scout has small splash vs ground, this makes it ideal vs what it can splash damage (snipers, goliaths).

VR: VR has a high damage but slower rate of fire attack. This makes it better vs high hp high armor units (things like reaver, brutas). Vr also has high hp, and thus can be more effective with armor making Immortals an ideal choice to counter VR.


Air counters (this is basically same as before and is listed in tooltips on the dt shrine):
[For air merc counters don't worry about what each individual tag does but instead look at what the NET results are]

Spoiler:
[HC - Hardcounter, SC - Soft counter,

Mutalisk:
Tags: Psionic, Biological
Bonus: Heavy (+30%), Psionic (+15%)
Debuff: Light (-15%), Massive (-15%)

NET RESULTS:
Good vs:
VR HC
Maraider SC
Destroyer SC

Bad vs:
Scout HC
Goliath SC
Lancer HC
Brutalisk SC


Voidray:
Tags: Biological, Heavy
Bonus: Massive (+30%), Biological (+15%)
Debuff: Psionic (-15%), Armored (-15%)

NET RESULTS:
Good vs:
Wraith HC
Brutalisk SC
Maraider SC

Bad vs:
Mutalisk HC
Sniper SC
Immortal HC
Lancer SC

Wraith:
Tags: Massive, Armored
Bonus: Mechanical (+30%), Massive (+15%)
Debuff: Heavy (-15%), Light, (-15%)

NET RESULTS:
Good vs:
Scout HC
Immortal SC
Lancer SC

Bad vs:
VR HC
Maraider SC
Sniper HC
Goliath SC


Scout:
Tags: Mechanical, Light
Bonus: Psionic (+30%), Mechanical (+15%)
Debuff: Armored (-15%), Biological (-15%)

NET RESULTS:
Good vs:
Mutalisk HC
Sniper SC
Goliath SC

Bad vs:
Wraith HC
Lancer SC
Maraider HC
Destroyer SC


Mutalisk:


Voidray:
Spoiler:
- Base speed increased to: 5 (from 4.5)
- Base damage increased to 25 (from 23)
- Base HP increased by: 15 shield
- HP from 3x trainings reduced to: 5 shield (from 10) [Net same total hp after 3x trainings]
- Damage bonus vs heroic increased to: +2 (from 0)


Wraith:

Scout:
Spoiler:
- AG dmg increased to 12.75 (from 11.75)
- AA splash fraction increased to: 0.5 (from 0.25) [Still vulnerable to armor]


Ground Mercs

-Flying changes:
Spoiler:
Lancer:
-flying to: -0.1 (from -0.15)

Mariader:
-flying to: -0.15 (from -0.2)

Destroyer:
-flying to: -0.1 (from -0.15)

Immortal:
-flying to: -.15 (from 0)


Goliath:
[This is NOT in yet, but soon]

Spoiler:
- Dual fire mode is now a toggle ability you can switch between
- When in dual fire mode AG and AA rate of fire is reduced to 80%
[Ie you shoot slower when in dual fire mode]


Elites

Elite Shop:
Spoiler:
Reorganized, and hotkeys assigned to follow placement (ex qwer/asdf/zxcv).



Viking:

Spoiler:
- Limit: 3
- Cost: 200
- HP: 700

Grounded:
- Move speed: 3.75 (Pretty slow)
- Base armor: 4
- Range: 7.75 (outranges reapers, but ghost still out ranges viking)
- Damage: 38
- Period: 0.25
- Attacks: 1
- Dmg/up: 4

Airborne:
- Move speed: 6.45 (slower than cor but faster than raven)
- Range: 13
- Base armor: 2
- Factor vs Heroic: -0.75
- Damage: 7
- Attacks: 2
- Period: 0.2 (this scales with attack ups)
- Base armor reduction: 0.5 (this scales with attack ups)
- Damage/up: 0.2
- Attack period per up: period*0.933 (ie shoots faster each attack up)
- Armor reduction per up: (armor reduction)*(0.95)
- It DOES have air splash, but the damage is pretty low.

[attack rate scaling & armor reduction multiplier instead of +Damage lets viking be a reliable soft counter to raven mid/late game when PDD can severely shut down projectile mercs/elites.]

Also, Cor is much much stronger in AA dps, but viking will have much longer range and very fast attack that drains pdd quickly. And, it out ranges the turrets with it's ground attack.

Remember, while viking is slow when landed, it has decent range and increased armor. Use lift micro to re-position it as needed if you are getting rushed.



Duskwings:
Spoiler:
- Increase life regen rate to: 1 (from 0)
- Increase damage reduction from cloaking to: 35% (from 25%)
[viking being added allows more guaranteed hits.]


Raven:
Spoiler:
- Increase life regen rate to: 1 (from 0)

HSM
- Reduce HSM main target damage to 150 +26.25 (from 200 +35)
- Splash damage fractions on outer radius increased. [IE ONLY damage within .65 radius is reduced.]
- Reduction vs flying reduced to: -0.1 (from -0.15)

Turrets:
- Increase turret energy cost to: 45 (from 35)

PDD
- increase base PDD energy to: 150 (from 125)
[This is energy on the drone, not cost to cast]



Reaper:
Spoiler:
- Increase life regeneration rate to: 7 (from 5)
- Add life regen delay: 5 (from 0)
[More like ladder reaper]

_________________
     Josin wrote:
Thank You, for being Kind, Respectful, and Appreciative of the Devs.
We have put a lot into this game and greatly appreciate your support. [wedabest]


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