Joined: March 30th, 2014, 12:06 pm Posts: 78
Starcraft II Gateway: United States
WIP stuff....
General Info
-Merc Overview-
Spoiler:
- There are 36 different mercs total.
- Each race has 3 melee, 5 range, and 1 air merc.
- Each race has 1 melee and 1 range merc that can ignore/bypass terrain via an active ability (not just a-move over stuff). (Like blink / cliff jump / temporary hover (flight) etc..
- All mercs will have an active ability (except maybe air).
-Counter info (generic)-
Spoiler:
Ok, So in this the counter system is designed to function purely around mechanics without (hopefully) needing artificial tag bonus in merc vs merc.
There will be quite noticeable differentiation on how mercs do damage, unit size, Hp, and Armor. Ie base armor will also vary greatly on all the mercs (instead of all being roughly the same value). Also, Mercs with high armor will generally have lower hp, and the highest hp mercs have the lowest armor.
Example: (these numbers are just made up and exaggerated to illustrate point). Base armor values of say 2, 6, 10 for the varying range mercs classes Base dmg values of say 14, 20, 30 (at similar dps).
-Elites-
Spoiler:
- Each Race has it's own set of elites (and not necessarily the same number available). - While there may be some similarities (ex AA role, or long range siege) they will all be unique and different in how they function or their multi-purposes.
General Elite Roles: - AA (Air to Air) - AG (Air to Ground) - GG (Ground to Ground) - GA (Ground to Air) - SIEGE (Long range damage) - AOE (As in AOE Spells, like HSM) - SUP (Support Spells, like G-Shield or FF) - HEAL (Healing, medibabe aura) - TRANS (Transport Units) - OBS (Detection) - STUN (Note, in this elites wont have something like OS stun, it will be more like the Lockdown that the ghost for MA WOL never got)
Also note, elites will be generally multi purpose in different ways (varying among races).
While Terran may get Viking that covers AA, GG, Zerg may get Corrupter that covers AA and SUP (Corruption) FYI: Cor range/dmg etc will all be changed obviously... so don't think of them how they are now.
-Heroes-
Spoiler:
- Each Race has it's own unique set of (7) Heroes
Note: Some heroes will be flying besides just the dedicated Air hero.
Hero Classes: - Spell Caster - Army Support - Anti Hero - Melee(ish) Tank - Range DPS - AIR Hero - Other Special Hero
-Terrain-
Spoiler:
NOTE: Going with the edge terrain like Left/Bot has. Also, Xel Towers aren't shown in this either etc... This is ~112 from current of 96. But it's actually not nearly as choked as it seems... melee will likely have a field day with more routes to flank etc (and you can fit a lot on the ramps).
Joined: March 30th, 2014, 12:06 pm Posts: 78
Starcraft II Gateway: United States
Merc Counter System Melee
Spoiler:
Melee 1: Size: Small Armor: Low HP: Medium Dmg Type: Low Damage, Fast Attack
Melee 2: Size: Medium Armor: Medium HP: High Dmg Type: High Damage, Slow Attack
Melee 3: Size: Large Armor: High HP: Low Dmg Type: Splash (cleave), Medium Damage, Medium Attack
Melee 1 > Melee 2 > Melee 3 The interaction with range is roughly: (Note: the overlap point isn't always on range 2, it varies a bit depending on race) Range 4, 5 > Melee 1 > Range 2, 3 Range 1, 2 > Melee 2 > Range 4, 5 Range 4, 5 > Melee 3 > Range 1, 2
Range
Spoiler:
Range 1: Size: Med Armor: Low HP: High Dmg Type: Low Damage, Fast Attack
Range 2: Size: Small Armor: Med HP: High Dmg Type: Med Damage, Med Attack
Range 3: Size: Big Armor: Med HP: High Dmg Type: High Damage, Slow Attack
Range 4: Size: Big Armor: High HP: Med Dmg Type: Med Damage, Med Attack
Range 5: Size: Med Armor: Med HP: Med Dmg Type: Splash
Counters next 2, countered by previous 2: Range 1 > Range 2 > Range 3 > Range 4 > Range 5 > Range 1...
Air
Spoiler:
Damage types etc will vary among races (think Vr, compared to muta). They will (especially muta/scout) be slower than current.
But generally: Lowish Armor with splash reduction. (Don't wan't the splash ground merc to obliterate air...)
Oh, and your limited to very low numbers of air mercs (~20). BUT they wont take up any supply.
Each Race's Mercs Terran
Spoiler:
Note: the // info on right denotes its state relative to that class. Example: Size: Med // Big.... Means that the unit is large for the medium size mercs
Range: Range 1: Goliath Size: Med // Big Armor: Low HP: High // Med Dmg Type: LDF
Range 2: Marauder Size: Small // Med Armor: Med HP: Med // Med Dmg Type: MDM Ability: Stim / Conc
Range 3: Tank Size: Big // Small Armor: Med HP: High // Med Dmg Type: HDS
Range 4: Diamond Back Size: Big // Big Armor: High HP: Med // High Dmg Type: MDM // MULTI
Range 5: Reaper* Size: Med // Small Armor: Med HP: Med // Low Dmg Type: SPL LDF
Melee:
Melee 1: Attack Dog Size: Small // Small Armor: Low HP: Med // Low Dmg Type: LDF
Melee 2: Predator* Size: Med // Med Armor: Med HP: High // High Dmg Type: HDS // MDM Ability: Leap / Conc on Leap
Melee 3: HellBat Size: Large // Small Armor: High HP: Med // Low Dmg Type: SPL LDF Ability: Morph to Hellion(?) (Faster movespeed, less dps)
Note: the // info on right denotes its state relative to that class. Example: Size: Med // Big.... Means that the unit is large for the medium size mercs
Range: Range 1: Archon Size: Med // Med Armor: Low HP: High // High Dmg Type: LDF // MULTI
Range 2: Sentry Size: Small // Small Armor: Med HP: Med // Low Dmg Type: MDM
Range 3: Immortal Size: Big // Big Armor: Med HP: High // High Dmg Type: HDS Ability: Defensive Matrix
Range 4: Stalker* Size: Big // Med Armor: High HP: Med // Med Dmg Type: MDM // HDS Ability: Blink
Range 5: Hybrid Destroyer Size: Med // Big Armor: Med HP: Med // High Dmg Type: SPL LDF Ability: Overchange(?)
Melee:
Melee 1: Warplot* Size: Small // Big Armor: Low HP: Med // High Dmg Type: LDF // HDS Ability: Blink
Melee 2: DT Charglot Size: Med // Small Armor: Med HP: High // Low Dmg Type: HDS // LDF Ability: Temporary Cloak, Charge
Melee 3: Reaver Size: Big // Big Armor: High HP: Med // High Dmg Type: SPL // HDS Ability: Push Charge
Air:
Air 1: VoidRay Size: Armor: HP: Dmg Type: MDM Ability:
Zerg
Spoiler:
Note: the // info on right denotes its state relative to that class. Example: Size: Med // Big.... Means that the unit is large for the medium size mercs
Note: All Zerg can Burrow (Except maybe locust which has ability to fly) Range: Range 1: Hydralisk Size: Med // Small Armor: Low HP: High // Med Dmg Type: LDF
Range 2: Locust* Size: Small // Big Armor: Med HP: Med // High Dmg Type: MDM Ability: Hover Move (Temporary flight)
Range 3: Lurker Size: Big // Small Armor: Med HP: High // Low Dmg Type: HDS Ability: attack while burrowed (like sniper prone ie + range, but immobile)
Range 4: Queen Size: Big // Big Armor: High HP: Med // High Dmg Type: MDM // MDM
Range 5: Roach Size: Med // Med Armor: Med HP: Med // Med Dmg Type: SPL LDF Ability: Burrow Move
Melee:
Melee 1: RaptorLing* Size: Small // Med Armor: Low HP: Med // Med Dmg Type: LDF // MDM Ability: Leap Attack
Melee 2: Abberation Size: Med // Big Armor: Med HP: High // High Dmg Type: HDS // HDS
Melee 3: Big Pygalisk Size: Big // Med Armor: High HP: Med // Med Dmg Type: SPL // MDM Ability: Push Charge
Air:
Air 1: Mutalisk Size: Armor: HP: Dmg Type: MULTI MDM Ability: Heal(?)
?????
Spoiler:
Note: the // info on right denotes its state relative to that class. Example: Size: Med // Big.... Means that the unit is large for the medium size mercs
Range: Range 1: ????? Size: Med // Med Armor: Low HP: High // Low Dmg Type: LDF
Range 2: ????? Size: Small // Med Armor: Med HP: Med // Med Dmg Type: MDM Ability:
Range 3: ?????* Size: Big // Big Armor: Med HP: High // Med Dmg Type: HDS Ability: Leap
Range 4: ????? Size: Big // Small Armor: High HP: Med // Low Dmg Type: MDM // LDF
Range 5: ????? Size: Med // Med Armor: Med HP: Med // Med Dmg Type: SPL LDF
Melee:
Melee 1: ????? Size: Small // Med Armor: Low HP: Med // Med Dmg Type: LDF // MDM
Melee 2: ????? Size: Med // Big Armor: Med HP: High // High Dmg Type: HDS // HDS
Melee 3: ?????* Size: Big // Med Armor: High HP: Med // High Dmg Type: SPL // MDM Ability: Leap Attack/Move, Stun on Leap land
Joined: March 30th, 2014, 12:06 pm Posts: 78
Starcraft II Gateway: United States
Elites
-NOTE- Not All are going to stay, and some more will be added... Terran list will likely be trimmed down.
Also: likely limit to 2 of each elite except for the uber elite (ala old bc) which is the Zeus lander, Carrier, Broodlord/SwarmGuardian, Warthog
-Terran-
Spoiler:
Elite 1: Viking Roles: AA, GG Airborne Viking: - Speed: Fast - DMG type: LDF - Armor: Low - HP: Med // Low - Range: Very Long - Special: Morph to Assault Mode Landed (Assault viking) - Speed: Slow - DMG type: LDF - Armor: Low - HP: Med // Low - Range: Med - Special: Morph to Flying Mode
Elite 2: Duskwing Roles: AG - Speed: Med - DMG type: SPL MDM - Armor: Low - HP: Med - Range: Med - Special: Cloak
Elite 3: Seige Tank Roles: SIEGE, GG Mobile Mode (GG) - Speed: Med - DMG type: MDM - Armor: Med - HP: Med // High - Range: Med - Special: Switch to Siege Mode Siege Mode (SIEGE, GG) - Speed: Immobile - DMG type: HDS SPL - Armor: Low - HP: Med // High - Range: Very Long - Special: Switch to Mobile Mode
Elite 4: Zeus Lander Flying Mode: Roles: AA, AG, AOE - Speed: Slow - DMG type: LDF - Armor: Med - HP: High - Range: Med Special: Barrage, Land Landed: Roles: GG - Speed: Immobile - DMG type: Rest to be determined - Armor: Med - HP: High - Range: Med Special: Take off
Elite 5: Medi-Babe Roles: HEAL, TRANS - Speed: Med - Armor: Low - HP: Med // Low - Capacity: Low - Special: Speed Boost
Elite 6: Blimp Roles: OBS, TRANSFUSE - Speed: Med // Slow - Armor: Low - HP: Med // High - Special: Transfuse
Elite 1: ????? Roles: AA, SUP - Speed: Fast - DMG type: - Armor: Low - HP: Med // Low - Range: Very Long - Special:
Elite 2: ????? Roles: SIEGE Mobile Mode - Speed: Med // Fast - DMG type: MDM - Armor: Low - HP: Med // High - Range: Med - Special: Siege Mode (SIEGE) - Speed: Immobile - DMG type: HDS SPL - Armor: Low - HP: Med // High - Range: Very Long - Special:
Elite 3: ????? Roles: AA, AG, AOE - Speed: Slow - DMG type: HDS - Armor: Med - HP: High - Range: Med Special:
Elite 4: ????? Roles: HEAL, TRANS - Speed: Med // Med - Armor: Low - HP: Med // Med - Capacity: Med - Special: Burrow Move, Deep Tunnel (Yes, It's a subterranean moving transport. )
Joined: March 30th, 2014, 12:06 pm Posts: 78
Starcraft II Gateway: United States
Early fine tuning of merc stats:
NOTE:
-General-
Spoiler:
- (currently) no tag bonus's needed in merc vs merc... how well they do vs one another is purely via mechanics. - Values as a whole (ex HP) can be scaled either way to easily change how long battles last etc... whats more important is the relative ratios between mercs. - Armor capping limit also going to change (current min dmg is 0.5, probably moving towards 1+dmg)
-Net Ratios and what that means-
Spoiler:
Net ratio is roughly your win % vs the other merc. It's a function of What you do vs them, what they do vs you and both your hps taking into account each mercs radius.
Think of it as your bonus vs another merc.. in MA WOL you would have ratios of say 20% vs varios tags for example. Except in HotS it's coming via mechanics and not from tags.
-Range vs Close Combat-
Spoiler:
Also for gameplay it's important to decide when you want to close in on the enemy vs fight them from max range. Some counters are very very effective at range (but are weak, or even counterCountered at very close distances), where as others counters aren't too strong at range but can be devastating if you close in on the enemy.
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