Theorycraft about BattleCruisers weapon refit.
Well guys, I've had the privilege to play the Beta thanks to a friend who happened to have it.
I was very disappointed Battlecruiser's weapon refit was not there! Even tough I didn't like the way it worked too much either!
I've come up with an idea about how Battlecruiser's weapon refit could work I hope you guys like it:
(To use both) You must research both Yamato Gun and Defensive Matrix at the Fusion Core.
(Yet if you research only one, you'll be able to use that one only.)
Here's where it becomes interesting:
All Battlecruisers can use both (If both are researched) but not at the same time: I.E. They can't cast Yamato Gun if Defensive matrix was used and viceversa due to both
A.-Energy costs
and
B.-Cooldown. (To be fair I would consider a time of 35 since Def Matrix lasts 20 accordingly to starcraft.wikia)
Whenever the Battlecruiser uses any spell, it's systems enters in cool down thus being unable to cast any spell in that time lapse. (I.E. both buttons for Yamato and Matrix go into cooldown and can't be used)
With this you won't have to upgrade each Battlecruiser and condemn them to be used either for Yamato or Matrix forever. Instead you'll be able to choose which spell to use when in combat, and you will have to quickly make a good decision about which spell is better to use in each case...
http://images4.wikia.nocookie.net/__..._SC2_Game2.jpg
http://images2.wikia.nocookie.net/__..._SC2_Rend1.jpg
Images taken as sample from starcraft.wikia.com.
This creates tension between both spells and decision making must be wise for each BC on each situation without making them OP nor too situational.
Re: Theorycraft about BattleCruisers weapon refit.
They should give multiple spell choices to the Mothership. God that unit needs something.
Re: Theorycraft about BattleCruisers weapon refit.
Quote:
Originally Posted by
ArcherofAiur
They should give multiple spell choices to the Mothership. God that unit needs something.
That wouldn't be very Protoss of it...
Re: Theorycraft about BattleCruisers weapon refit.
Quote:
Originally Posted by
pure.Wasted
That wouldn't be very Protoss of it...
Depends how its done. Obviously not the same way the Terran Refit version is.
For instance you could have three different "modes" (like warp-in mode)
1) Super arbitor: Cloak, Recall
2) Support: Vortex, maybe buff, heal or energy ability
3) Assualt: Planet Cracker, Wormhole Transit
Re: Theorycraft about BattleCruisers weapon refit.
The Mothership is another problem... very grave indeed.
EDIT
Sounds interesting Archer, but on topic, what do you guys think? I wish I could raise this as a petition to Blizzard itself. Like posting on Blizzforums, but I can't.
Re: Theorycraft about BattleCruisers weapon refit.
On the one hand I felt it made BCs overpowered, a sort of one-unit-army to answer all situations. At the same time I miss it because it allowed greater customization of my units. It's a feature I'd like to see more widely used.
Re: Theorycraft about BattleCruisers weapon refit.
Quote:
Originally Posted by
Visions of Khas
On the one hand I felt it made BCs overpowered, a sort of one-unit-army to answer all situations. At the same time I miss it because it allowed greater customization of my units. It's a feature I'd like to see more widely used.
But that's the point of my version! it's meant not to be OverPowered!
I mean, if you can't cast both in the same battle but can use it on another battle... I mean if that BC lives another day... besides of being reasonably high cost to upgrade both and use both due to M&G costs for upgrade and energy costs for use, adding the cooldown is the cherry on the cake to have enough numbers to balance. Besides, my version removes the Missile Barrage since I think it would be more useful in the Thor instead of the strange GtG only skill it has (I'm talking about those back cannons, wasn't the Thor the main GtA terran unit? then shouldnt they have the Missile Barrage as GtA AoE Spell?).
Re: Theorycraft about BattleCruisers weapon refit.
The spells already have an energy cost, giving them a cooldown as well would be overkill.
Re: Theorycraft about BattleCruisers weapon refit.
Quote:
Originally Posted by
milo
The spells already have an energy cost, giving them a cooldown as well would be overkill.
You don't seem to get it. the "coupled" cooldown is meant to give tension between both skills. it's a small time just in case the BC has lots of energy to prevent it from casting both skills at the same time!
I mean, that was the reason to have separated Battlecruisers that couldn't cast anything else but their specialized weapon but it was ugly.
With this proposition, you won't have to specialize each BC. Instead you'll have to use it accordingly to the situation as if they were "specialized" but they're a lot more flexible!
Quick and good decision making is of the essence here instead of "I have 3 kinds of Battlecruisers, one for the Yamato, other for the Matrix, etc."
With this I have a kind of Battlecruiser that can use only one of those skills on each battle, but it's not condemned to be so forever. Instead it can be used for another skill the next battle!
Re: Theorycraft about BattleCruisers weapon refit.
But Yamato currently costs 125 energy, and traditionally D Matrix costs 100. The max unit energy in SC2 is 200 (there's no +50 upgrades). You will never have enough energy to cast both at once.