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[UMS] New ! Hotkey trainer & Multitask for Zerg:) - Page 2
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bITt.mAN
Switzerland3689 Posts
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Deimos
Mexico134 Posts
Heya, would you be able to post the other T ones (e.g. TvP), thanks so much for these Sorry man but i dont have the TvP one... only PvT and PvZ... thats why i decieded to modify for zerg and maybe with time and before Sc:Remaster i will do it the Zvz and the ZvP ones | ||
Loliser
Canada58 Posts
I thought i'd cancelled the upgrade twice, but it turns out I just waited for it to finish 3 times before moving the civ thanks for this though, I think it helped me a bunch | ||
RedW4rr10r
Germany745 Posts
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Deimos
Mexico134 Posts
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RedW4rr10r
Germany745 Posts
I also think that the AI can be way harder, I had exactly the same expiriences as Loliser when I played it. But then again it is a hotkey and multitask trainer, I assume mostly for beginners. Maybe it's easier that way as it is now. Or just make an option in starting section where you can choose the AI's diffucutly (like choosing via a probe or whatever going to a beacon to choose easy/hard/extreme or whatever). | ||
Loliser
Canada58 Posts
On April 19 2017 03:22 RedW4rr10r wrote: That drone can just be burrowed since burrow is researched by deafult ;D On this note, you also start with lurker aspect researched. and the Zealot is kill-able by mutas or something you bring over there. and finally, I had a 2nd drone spawn in the top-right at one point ( so there was 2 up there at the same time ), im not sure what caused it. | ||
RedW4rr10r
Germany745 Posts
On April 19 2017 09:13 Loliser wrote: On this note, you also start with lurker aspect researched. and the Zealot is kill-able by mutas or something you bring over there. and finally, I had a 2nd drone spawn in the top-right at one point ( so there was 2 up there at the same time ), im not sure what caused it. Maybe you lost a drone on the battlefield? Depends on how the trigger is set for that drone task. | ||
Deimos
Mexico134 Posts
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jonhy-
Slovakia167 Posts
On April 18 2017 04:15 rand0MPrecisi0n wrote: I just tested it and it needs to be harder. Here is my experience: AI was building stuff close to my base after I had lings out (went for 12 hatch). I killed to scvs constructing. They sent 3 marines to attack me, I killed them and a tank and that was it. The two bunkers were empty so I just killed the guy with lings. I also killed the zealot with my mutas because there is nothing defending him and no triggers to stop it Second game I went for overpool and just won with lings What I suggest is: Put units in the bunker by default, maybe put a trigger so they never come out. Put some turrets to help against muta and detect Put the tank with siege mode in a defensive position (or more than 1 tank) Another suggestion I have that is unrelated is to put some form of programmed harass to make sure the player keeps an eye on the minimap. I'm a terran user so in the TvZ one I'd love if every now and then some arbiter showed up and I had to emp or lose a life (provide the vessel to the player ofc) Nice Post i fully agree.. i was very disappointed after i move my lurkers to bunkers but they were empty(LOL) its a very nice map anyway Thank you! | ||
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