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On February 10 2005 15:31 ArkngelofSol wrote:Lurkers dont need a hold position because last time i checked, when i did hold position on my hydra it still shot at an scv coming up the ramp, and so did that oterh 6, and the few lings vs a bunchg of mariens and bats and such. They need like a hold attack button, or something now that'd be cool, alot of programming but cool none the less 
You stop hydras/marines/range troops from shooting by right clicking aka force move them around. You can't do the right clicking with lurkers.
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Give Scouts 20 ground dmg thx.
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On February 09 2005 14:26 Aerox wrote:Show nested quote +On February 09 2005 14:24 bbz wrote: lurker doing double damage when they dies, that's annoying oh yeah, I heard about that, how did ppl find out? Is it checked out at slow-mo game speed?
lurker doing 40dmg at death is NOT a bug the same goes to diablo II classic, barbarian had a small chance of doing double damage
IT'S USUALLY THE ONLY HOPE FOR ZERG TO DEFEND VS MNM WITH LESS THAN 4LURKERS... of course if the terran is good
1. Fix lurker to have hold button feature without use of overlords.(or remove the bug itself.)
WHY REMOVE? are you too slow to use it now? it will only weaken zerg zvt, maybe you are a terran player? or a newb zerg? fix the scv hold on ramp too, and the zealot+probes vs early pool then
3. Prevent change of allegiance midgame to prevent allied mines.
and destroy all the (friendly) ffa games? because every 10000th game someone makes allied mines?
4. Dragoon AI has problem too?(saw this at bnet forums)
if you havent seen this you are obviusly a newb, so please dont talk about fixing things you dont understand
6. Reaver/Scarab AI?(Seems fine for me.)
I think it was weakened at the time they added the pop out pentaly. Good players somehow manage to drop well, so it's ok.
8. Observer over turret
they could fix that, but well it doesnt matter that much
They could allow stacking in ums again, because there is a new stack hack for melee and stacking in ums is impossible... the hackers still can hack and a shitload of ums maps got screwed
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On February 09 2005 13:02 HungZerg wrote: i agree with the scourge part. toss unit ai always gets all the attention but scourge is just as bad if not worse So scourges do something worse that stopping and doing nothing until you hit [Stop]?
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lurker doing 40dmg at death is NOT a bug the same goes to diablo II classic, barbarian had a small chance of doing double damage
IT'S USUALLY THE ONLY HOPE FOR ZERG TO DEFEND VS MNM WITH LESS THAN 4LURKERS... of course if the terran is good
WTF? Stop talking bullshits! It's serious bug. It has been written about it many lines (check tl.net or wgt).
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Hold lurkers is a real bug you twats, it needs to be removed.
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On February 11 2005 03:58 proTOSS[GER] wrote:Show nested quote +On February 09 2005 13:02 HungZerg wrote: i agree with the scourge part. toss unit ai always gets all the attention but scourge is just as bad if not worse So scourges do something worse that stopping and doing nothing until you hit [Stop]? they stop and do nothing until they feel like attacking the unit you sent them to. i think thats just as bad
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[QUOTE]On February 11 2005 03:50 8882 wrote: [QUOTE]On February 09 2005 14:26 Aerox wrote:
[quote]4. Dragoon AI has problem too?(saw this at bnet forums)[/quote]
if you havent seen this you are obviusly a newb, so please dont talk about fixing things you dont understand
[quote]6. Reaver/Scarab AI?(Seems fine for me.)[/quote]
I think it was weakened at the time they added the pop out pentaly. Good players somehow manage to drop well, so it's ok.
[/QUOTE]
I'm not really sure what you meant by the dragoon one... but goons seriously need some AI change... They're too dumb at the moment and needs to be fixed so that they no longer stop when hit by a siege tank anymore. About the scarab one...... scarabs also kinda need better AI... even reavers and carriers need some change because they tend to keep going when you tell them to attack a specific object. For example, using reaver to attack a sunken coloney... reaver will sometimes crawl into the range of the sunken coloney even if it has scarabs and carriers will try to send out interceptors while within the range of a missile turret when it can send them out from outside the turret's range... small things like that need change.. prob not balance... but the AI's at least..
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Make the scarabs fire like a seige tank! the scarab is hesistant or it still thinks if It will fire or not. It has a Split personality.
also I want it to fire bellow the plateu when it is above the plateu or make it like a seige tank.
Make a Guard key also. like a bunch dragoon will defend an observer ( it will be a great use in spider Mines clearing operation). Remove that follow key, it should be called Die with A Unit key ( because it wil just follow and die if attack and doesn't use its common sense to defend itself.
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i have an idea.. make the siege tank do 70 damage normal and 160 damage sieged! yay!
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On February 11 2005 16:45 PlzDontBanMe wrote: i have an idea.. make the siege tank do 70 damage normal and 160 damage sieged! yay!
and why don't we make it so that all protoss units have +255 shield and armor bonus? . . . . . jeez....
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Some guy used the hold lurker bug against my terran today. It was a really elaborate setup, he spent most of the game trying to lure my army into his trap with ling harrassement. Too bad I went meant T.T
I like the hold bug, it works with scvs + rine blocking ramp
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On February 11 2005 04:29 bio.dante wrote:Show nested quote +lurker doing 40dmg at death is NOT a bug the same goes to diablo II classic, barbarian had a small chance of doing double damage
IT'S USUALLY THE ONLY HOPE FOR ZERG TO DEFEND VS MNM WITH LESS THAN 4LURKERS... of course if the terran is good WTF? Stop talking bullshits! It's serious bug. It has been written about it many lines (check tl.net or wgt).
IMO 1-10% of the kills of mnm are caused by this bug by removing it, zerg will be seriously weakened
(I admit that I just guessed the statistics)
[QUOTE]On February 11 2005 15:33 cacat wrote: [QUOTE]On February 11 2005 03:50 8882 wrote: [QUOTE]On February 09 2005 14:26 Aerox wrote:
[quote]4. Dragoon AI has problem too?(saw this at bnet forums)[/quote]
if you havent seen this you are obviusly a newb, so please dont talk about fixing things you dont understand
[quote]6. Reaver/Scarab AI?(Seems fine for me.)[/quote]
I think it was weakened at the time they added the pop out pentaly. Good players somehow manage to drop well, so it's ok.
[/QUOTE]
I'm not really sure what you meant by the dragoon one...[/quote]
I meant that he hasnt seen much of the game, if he hasnt seen a stuck dragoon, so I doubt if he knows anything about the game.
[quote]but goons seriously need some AI change... They're too dumb at the moment and needs to be fixed so that they no longer stop when hit by a siege tank anymore.[/quote]
Im not sure if this has something with ai, but they definitely sholdnt stop.
[quote]About the scarab one...... scarabs also kinda need better AI...[/quote]
I believe that pvt is balanced. This change could make it imbalanced.
[quote]even reavers and carriers need some change because they tend to keep going when you tell them to attack a specific object.For example, using reaver to attack a sunken coloney... reaver will sometimes crawl into the range of the sunken coloney[/quote]
I know what you mean, sometimes reavers just dont follow the orders and maybe this should be fixed. But I wouldnt touch the scarab AI.
there is only one problem which makes me not sure if this should be fixed - marines are killed by lurkers too, because sometimes marines follow the lurkers. mutas also like to come back to the enemy base because you dont shift queue a hold position - you just need to control them all the time, maybe the protoss players should do it too? of course I know how irritating it is, to lose a reaver because it doesnt follow the orders
[quote]even if it has scarabs and carriers will try to send out interceptors while within the range of a missile turret when it can send them out from outside the turret's range...[/quote]
well, marines dont go back when attacked by lurkers. I would only consider repairing the reaver coming towards sunken thing, I wouldnt touch the carriers. The same happens to guardians ocassionaly (they move towards turrets despite they are odered to attack move from distance) and noonce cares 
[quote]small things like that need change.. prob not balance... but the AI's at least..[/QUOTE]
such small things can affect the game with upgraded scarab ai, reavers would become much stronger it would be like partial removal of the penalty
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1.dont fix a bug because it would make the game unbalance??
2. Aerox said he read about the goon bug and he is right. there is a goon bug so WTF you want?
you sound like a noob
ps. go and play w3 if you believe in critical damage lurker bug need to be fix
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here is a bug we can all agree on When watching a replay online and the host leaves, the controls should be given to somoene else ingame, instead of having to leave, look for w/e the hell teh host named this replay and play it. Yeah thats a gosu bug
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6. Reaver/Scarab AI?(Seems fine for me.) awesome, if those scarabs wont stop, because of minerals etd. than PvT GG ^^
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STFU people, Blizzard wont make anymore ballance changes fools...
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Germany / USA16648 Posts
On February 11 2005 03:50 8882 wrote:Show nested quote +On February 09 2005 14:26 Aerox wrote:On February 09 2005 14:24 bbz wrote: lurker doing double damage when they dies, that's annoying oh yeah, I heard about that, how did ppl find out? Is it checked out at slow-mo game speed? lurker doing 40dmg at death is NOT a bug the same goes to diablo II classic, barbarian had a small chance of doing double damage uh. the double damage thingy in d2 is because of the weapon mastery... how is lurker doing 40 dam at death not a bug? wtf? other units do not randomly deal double damage, it definitely is not meant for lurkers this way either
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the more hope we got, the more dissapointed we'll be@bliz
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