tag:blogger.com,1999:blog-2657266526705426756.post9193179586619147402..comments2024-03-26T04:58:54.326-04:00Comments on The Wandering Gamist: Starcraft Stargrunt Playtest Report Part 2: Stuff We Did Wrong, Reprisejedavishttp://www.blogger.com/profile/08586249502818922886noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-2657266526705426756.post-67166406761281763062011-08-23T13:07:06.226-04:002011-08-23T13:07:06.226-04:00Good points all. One problem when downshifting sp...Good points all. One problem when downshifting speed on suppression is that at three shifts, you're down to 2" move, which is intensely useless. I do like the idea of a free suppression break if you're in close-assaultable range; kind of "lurking in cover / keeping heads down... oho, but we smell flesh! At them, and damn the bullets!" I guess technically it would be adding 'initiate close assault' to the list of things a suppressed Zerg unit can do, rather than actually breaking suppression.<br /><br />Hydras vs. Marines - so perhaps up Hydra Imp to d12 and drop Marine Imp to d10? Altering FP really doesn't do much (just changes ideal squad size), so that leaves either +Imp or adding support weapons...<br /><br />Also re: MOAR LINGS, I think the combined close assault rule on page 44 might help this... It lets you activate multiple units at once and have them all close assault a single target. It should make many small units of zerglings more viable than we thought, while also allowing flexibility / minimizing suppression.jedavishttps://www.blogger.com/profile/08586249502818922886noreply@blogger.comtag:blogger.com,1999:blog-2657266526705426756.post-87586540224065956712011-08-23T00:54:21.073-04:002011-08-23T00:54:21.073-04:00I would like to reassert that hydras are just bett...I would like to reassert that hydras are just better than marines, which makes me concerned about having them balanced with marines. Given that in our playtest the hydras inflicted no casualties whatsoever with ranged attacks, I don't think that they're strong enough at range.<br />Hydras at ranges are the ONLY current counter to firebats, and they are (and should be) more expensive than marines, so they need to be very strong comparably.<br /><br />Also, I like the suppression slowdown idea, but I still think there needs to be a free suppression break as well, because if both actions are needed to close assault, suppression is going to be a big problem.<br /><br />Finally, MOAR LINGS KEKEKEKEKEKEKEKE. I didn't have large enough squads of lings, and didn't have enough of them either. Squad size should be at least 2 more than the largest terran squad size, and there should probably be over a 1.5:1 ratio of lings to marines, at least. I had 4 squads of 4, which was a mistake. It should have been more like 3 squads of 8-12. While they did perform quite well, the goliath didn't fire on them very much, and any casualties are very bad if they're already outnumbered. Their deal is getting the surround.<br /><br />-Matt BOhNoDeepCrowhttps://www.blogger.com/profile/04443225254790948103noreply@blogger.comtag:blogger.com,1999:blog-2657266526705426756.post-25161241687402499262011-08-22T12:11:09.163-04:002011-08-22T12:11:09.163-04:00With regards to the zerg, it seems reasonable to a...With regards to the zerg, it seems reasonable to allow them an automatic suppression break when close assaulting; even if they're not mad, they're good at attacking up close. It may even make sense to give them a chance to break all suppression markers, or even ignore them entirely. <br /><br />I'm sort of a fan of that because it has similar results to starcraft - either the zerg close and eat the marines, or the marines stay away and murder the zerg. The only problem is that the zerg combat move is potentially very large, so maybe some kind of penalty for being suppressed is in order?<br /><br />Huh. There's an idea. Instead of forcing zerg to stay put when suppressed, try just giving them a down-shift in speed per suppression token. Something to think about. <br /><br />-JaredAnonymousnoreply@blogger.com