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Topics - Chain[s]aw

#1
  Spicing up the changeling[/size]  I have a great new idea for the Changeling that makes it be in more use and staying true to the story http://us.starcraft2.com/features/changeling.xml
At the moment the changeling seems dull and not used as much. I reckon The changeling should be used more.

This is jsut an idea you can change it slighty all you want but this will be a great idea for zerg to use as another spell caster, increase micro and diversity and overall make the glameplay more intense.
  The Changling  Summoned from overseer
Changeling 100 energy (increased from 50 energy)
1 sec to morph
Last 200 seconds (increased from 150 seconds)
  morphs into; (by the choice of the player preferance before going into contact to an enemy's base or army)  Zerg  Drone
Zergling  Protoss  Probe
Zealot  Terran  SCV
Marine
After 20-30 seconds being around the enemy or if thats hard to achieve 50-100 energy by the changling the changeling can cast either or abilities..  1/ The changeling can assinate a biological enemy depending on the units or the energy  So killing one marine will require alot less energy than killing a high templar  2/The changeling can slow production or interupt production on a building   This lasts for 20-30 seconds or until changeling dies and slow production by 50%
The changeling would need to be in range with a building to interupt  3a/ morph into the enemy it kills   for example a changeling can assasinate a unit like a high templar and then take the form of the high templar... still can't attack or anything..,
an situation where this can be used... if a enemy is about to encounter another enemy the changling can assasinate before hand for example a high templar and then try to use the high templar to psy storm but can't and therfore ccould change the game depending on how it is used

This should be done by manually to allow micro but it can be done automatically
Either 3a or...  3b/ it infects a biological unit like the queen in starcraft 1 but with a different objective 
This will consume the unit but not take him over... The unit it effects spells are render useless
50 energy or seconds being with the enemy infects a bio unit for 30 seconds
after 10 seconds the unit cannot use a spell for 20 seconds
  The changeling will therefore have more options so far... as   1/can be used soley as a scout
2/ can be used to take out bio units in the base
3/ can render biological spell caster useless
4/ can damage the economy
  Also it can be used in battle.... for example a massive battle is taking place... you can use a changeling to sneak into the enemy's army and assasinate a unit(s)...
  For enemies to detect there can be few options...  1/ once it kills a unit it shows its true self or/
2/ using detection can show the true unit or
3/ once it kills a unit.... you get warned that one of your troops have been assinated
   
  In summary
[/b]
    • [/size]
    • this would make a great use of the changeling, for micro, the gameplay
    • Being true to the story of the changeling..
    • It involves alot of micro and can either be used good or bad
    • It will be hard but it can be an answer to High templars and Ghosts and zerg having a chance to defend himself from harmful spells
    • It will be more diverse for a zerg army and puts another unit for a zerg which makes zerg more enjoyable
    • It will keep the enemy on its toes and if it doesnt react to the changeling in 30 seconds, well then it deserve to damage the base because a changling is not so hard to spot out
      Note: the changeling needs to be in the enemy base or army for awhile before it can cast any spell, and the ones who don't pay too much attention to the abse or army can be punished,[/b]  However i would like the changling to be used and build by the hatchery and then it can offically be used as a scout/secondary caster.
    But its obviously not set in stone, you can vary your ideas for the changeling that i have set and invite you too
    The changeling is a cool idea and should be more than what it is now
    Thanks for reading this :)
    So what do you guys think? Escuse my spelling errors :)
    Peace :)
    #2
    I thought of an idea i would like to be put before you to get your thoughts on it. Would it be possible to make a.i's to do certain builds and functions so we as a starcraft player now how to defend against it? (this is assuming we know before hand what the build is and how to defend it so we can train against certain builds)

    so like if we want to learn how to defend against a roach rush, we will go to a starcraft launcher and launch the ai that has the scripting for that, and or choose an ai that has a ling rush or a zealot rush and then later in mid to end game knowing how to defend against cetain mid - late game builds in order to train up our ability to react and defend certain builds?

    Does anyone see this as a good idea?... so it would be like a training a.i version(s) (whether its one file that can do all this or multiple files which we can open thrugh a launcher that will let us play certain ai's that do certain builds)

    Thanks for hearing me out :)
    Peace
    #3
    General Discussion / Gateway/zealot nerf
    March 05, 2010, 07:30:16 AM
    I understand raising gateway from 50 -65 to prevent destructive zealot rush when mized with chrono boost but i don't understand why they decrease 10 shield from a zealot? were they still op after the nerf? can anyone gives me the heads up of why they nerfed the zealots shield?

    Thanks :)
    #4
    General Discussion / Starcraft marching....
    March 04, 2010, 06:13:28 PM
    From the start i always had a problem with this in starcraft and i never thought it would be a problem in starcraft 2. Firstly i like to say that starcraft 2 is awesome however theres one problem i have.

    Whenever i have a big army and want to march to the enemy base before i dispense and go into combat, i can't do that properly or with style, because many creeps move faster or slower than others.

    For example i have a mothership and i want to march to the enemy base. I would have to keep on moving my forces and then moving then back which clumps all my units together to stay pace with the mothership

    And i don't want to send my fast troops later when my slow units are nearly there so they can get tehre in time.. if those slow units get into an ambush they are gone.

    Anyways does anyone else see this as a problem?
    as in how all units can't march together at a correct pace? i mean that is one unorganised piece of army trash :P i mean the chinese army could take them down with their organised army skills XD.... but yeah back on track i would like to see a button where all units can march at the same speed and before battle we can disperse and  then from there micro and do strategies to defeat the opponent...
    Anyone with me on this?
    #5
    if you check the feedback forum, there is an blizz post user agreement list and number 4. statese "4. Map Editor. As part of the Beta Test, Blizzard allow Beta Testers to test the StarCraft II Map Editor (the "Map Editor") that allows you to create custom levels, maps, scenarios or other materials for your personal use in connection with the Game ("New Materials"). The use of the Map Editor will be subject to an End User License Agreement that you will be required to accept prior to installing and using the Map Editor. "

    Awesome!!!