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Thread: Overseer Spore Cloud and Detection

  1. #111

    Default Re: Overseer Spore Cloud and Detection

    Quote Originally Posted by Aldrius View Post
    Too complicated...

    Gotta keep it as simple as possible. It's already pretty easy to counter, and is as much of a double-edged sword as anything.

    The propellar zerg is alittle complicated but if you make the cloud itself movable then its actually kinda simple. A movable cloud that blocks LoS for ground units.
    Last edited by ArcherofAiur; 07-05-2009 at 06:23 PM.

  2. #112

    Default Re: Overseer Spore Cloud and Detection

    Quote Originally Posted by ArcherofAiur View Post
    The propellar zerg is alittle complicated but if you make the cloud itself movable then its actually kinda simple. A movable cloud that blocks LoS for ground units.
    Dunno, for me it sounds stronger when it moves. Imagine moving cloud and inside tons of Zlings and Blings.
    "Living for the Swarm!"

  3. #113

    Default Re: Overseer Spore Cloud and Detection

    Quote Originally Posted by Aldrius View Post
    Too complicated...

    Gotta keep it as simple as possible. It's already pretty easy to counter, and is as much of a double-edged sword as anything.
    Well, visually it wouldn't be too complicated. I guess it'd come down to the collision box to make sure its user-friendly to order units to kill them.

    EDIT:
    And making sure their HP levels are balanced, etc.

    (Gotta love MS Paint)
    Last edited by Edfishy; 07-05-2009 at 06:43 PM.

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  4. #114

    Default Re: Overseer Spore Cloud and Detection

    Quote Originally Posted by RamiZ View Post
    Dunno, for me it sounds stronger when it moves. Imagine moving cloud and inside tons of Zlings and Blings.
    Maybe. I think Id have to play with both versions to see which works better with the game as a whole. Still its an idea worth pursueing.

  5. #115

    Default Re: Overseer Spore Cloud and Detection

    Quote Originally Posted by ArcherofAiur View Post
    The propellar zerg is alittle complicated but if you make the cloud itself movable then its actually kinda simple. A movable cloud that blocks LoS for ground units.
    It sounds simple, but it really isn't. And all in all it's sort of a pointless change.

    ...not to be a huge buzzkill....

    Quote Originally Posted by Edfishy View Post
    Well, visually it wouldn't be too complicated. I guess it'd come down to the collision box to make sure its user-friendly to order units to kill them.

    EDIT:
    And making sure their HP levels are balanced, etc.

    (Gotta love MS Paint)
    Looks great, but making it actually move, is a balancing nightmare that's really not worth it gameplay-wise. The mechanics should be as simple and straight-forward as possible.

    Might be fun for the campaign I guess.

  6. #116

    Default Re: Overseer Spore Cloud and Detection

    Quote Originally Posted by Aldrius View Post
    making it actually move, is a balancing nightmare.
    What about it is a balancing nightmare?

    [enters balance arguement mode]

  7. #117

    Default Re: Overseer Spore Cloud and Detection

    Nah, it doesn't need to move. As long as you can make the Overseer spit out several (or you can click-drag to specify a path of'em) it's awesome enough to just have a LOS blocker.

    I was just thinking if it were too imbalanced (for the Zerg player) then perhaps make them immobile units so they can be right-click targeted (units won't auto target them) by an enemy to clear the smoke.

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  8. #118

    Default Re: Overseer Spore Cloud and Detection

    Quote Originally Posted by ArcherofAiur View Post
    What about it is a balancing nightmare?

    [enters balance arguement mode]
    Well. It just cheapens the ability to make it destructible. Makes the game more about brute force rather than unit placement.

  9. #119

    Default Re: Overseer Spore Cloud and Detection

    What about it is a balancing nightmare?
    One of the main uses of the ability is that it shuts down immobile or semi-mobile units. Well, if it can move on its own, now it can shut down anything that's not fast enough to get out of it. It's one thing to shut off Siege Tanks in Siege Mode, giving you the time it takes for them to unsiege and move out of the effect. It's quite another to make them essentially permanently blind.

    It's strong enough against immobile defenses, punishing them for their immobility. Making them work against mobile targets is a little much.
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  10. #120

    Default Re: Overseer Spore Cloud and Detection

    Quote Originally Posted by Aldrius View Post
    Well. It just cheapens the ability to make it destructible. Makes the game more about brute force rather than unit placement.
    [exits balance arguement mode]
    Oh I thought you were saying that making a spell movable was a balancing nightmare. I dont totally see what you gain by giving the spell hit points.

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