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LotV Custom - Unofficial Fan Alpha - Page 12

Forum Index > Legacy of the Void
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Prev 1 10 11 12 13 14 41 Next All
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
Last Edited: 2014-11-27 13:54:59
November 27 2014 13:50 GMT
#221
Man, Tempests... Big unit, moving fast as hell all over the map, shooting things from 15 range, essentially 1-shooting anything with desintegrate.. It just seems so wrong in a RTS game.
Tuczniak
Profile Joined September 2010
1561 Posts
November 27 2014 13:54 GMT
#222
On November 27 2014 22:50 Everlong wrote:
Man, Tempests... Big unit, moving fast as hell all over the map, shooting things from 15 range, esentially 1-shooting anything with desintegrate.. It just seems so wrong in a RTS game.
It will probably go, 1-click 1 kill it's good RTS concept.
Hider
Profile Blog Joined May 2010
Denmark9405 Posts
Last Edited: 2014-11-27 14:23:40
November 27 2014 14:00 GMT
#223
On November 27 2014 22:50 Everlong wrote:
Man, Tempests... Big unit, moving fast as hell all over the map, shooting things from 15 range, essentially 1-shooting anything with desintegrate.. It just seems so wrong in a RTS game.


I don't know they are so insisting on 15 range. Why not try out 8-10 range with fast movement speed and balance it around that? This way enemies might actually be able to attack it and it could incentivize more actual engagements.

I very much dislike the concept that one unit (tempest) forces another unit (Corrupters/Vipers) instead of creating interactions where micro is the primary driver of who wins an engagement.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
November 27 2014 14:22 GMT
#224
On November 27 2014 22:54 Tuczniak wrote:
Show nested quote +
On November 27 2014 22:50 Everlong wrote:
Man, Tempests... Big unit, moving fast as hell all over the map, shooting things from 15 range, esentially 1-shooting anything with desintegrate.. It just seems so wrong in a RTS game.
It will probably go, 1-click 1 kill it's good RTS concept.

It's only 1C1K vs Protoss, Transfuse and Repair/Heal can nullify the spell easily.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
November 27 2014 14:31 GMT
#225
On November 27 2014 23:22 SC2Toastie wrote:
Show nested quote +
On November 27 2014 22:54 Tuczniak wrote:
On November 27 2014 22:50 Everlong wrote:
Man, Tempests... Big unit, moving fast as hell all over the map, shooting things from 15 range, esentially 1-shooting anything with desintegrate.. It just seems so wrong in a RTS game.
It will probably go, 1-click 1 kill it's good RTS concept.

It's only 1C1K vs Protoss, Transfuse and Repair/Heal can nullify the spell easily.


This is true, BCs will be probably good against Protoss again!
Ramiz1989
Profile Joined July 2012
12124 Posts
November 27 2014 14:55 GMT
#226
On November 27 2014 23:00 Hider wrote:
Show nested quote +
On November 27 2014 22:50 Everlong wrote:
Man, Tempests... Big unit, moving fast as hell all over the map, shooting things from 15 range, essentially 1-shooting anything with desintegrate.. It just seems so wrong in a RTS game.


I don't know they are so insisting on 15 range. Why not try out 8-10 range with fast movement speed and balance it around that? This way enemies might actually be able to attack it and it could incentivize more actual engagements.

I very much dislike the concept that one unit (tempest) forces another unit (Corrupters/Vipers) instead of creating interactions where micro is the primary driver of who wins an engagement.

Well, Tempests were there to force the engagement and stop turtling, but since this is almost gone away in LotV, I can see them changing Tempests quite a bit.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Pino
Profile Joined June 2013
1032 Posts
Last Edited: 2014-11-27 15:03:03
November 27 2014 15:02 GMT
#227
I'm not super fond of the new economy change. I mean, it's cool to force aggressive expanding, but I feel like turtling should still be a possibility, being countered by overexpanding, and you just can't do that with bases drying up soooo fast.
kiLen
Profile Joined April 2011
Finland97 Posts
November 27 2014 15:08 GMT
#228
On November 28 2014 00:02 Pino wrote:
I'm not super fond of the new economy change. I mean, it's cool to force aggressive expanding, but I feel like turtling should still be a possibility, being countered by overexpanding, and you just can't do that with bases drying up soooo fast.


Turtling is still a possiblity, but now you are not turtling on 3 bases with 60 apm requried. Now you are turtling on 5-6 bases that requires a lot more skill to defend and manage.
It is a superb change and there will be so much butthurt when all of the old 2 base all inners realise its not valid anymore.
all that aside the gameplay is much better when there is action all over and not the 20 min turtle to deathball.
LotV HyPe
ejozl
Profile Joined October 2010
Denmark3445 Posts
November 27 2014 15:38 GMT
#229
On November 27 2014 21:38 Ramiz1989 wrote:
Show nested quote +
On November 27 2014 20:47 [F_]aths wrote:
On November 27 2014 20:26 FrozenProbe wrote:
On November 27 2014 20:01 SC2Toastie wrote:
On November 27 2014 19:46 StarscreamG1 wrote:
lol, the ravager.. I really hope they don't get too nerfed cause is a really good unit for the game. But I'm afraid will be

After seeing BasetradeTV, I'd say Roaches either need some sort of upgrade, a morph on the warren, or a longer cooldown for Ravagers.

But they are -SICK- 0_0


Just make ravagers a lair tech unit could be the easiest thing to do

Dude, they are a lair unit.

They aren't lair units and never were lair units. In those exhibition matches, Jaedong + Zest had 4 Ravagers while SoO + Polt had like 2 Stalker and 2 Sentries or something like that.

LOL! I guess they are, I wanted to rush Ravagers and rushed Lair cuz I thought it was needed.
Definitely think it needs to be Lair tech.

To the nay sayers of Protoss in new eco, I 2 robo Disruptored a bunch of my opponenents, using all gas for Disruptor harass, while using all minerals for expanding and mass cannoning.
Then Carriers!
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Doodsmack
Profile Blog Joined August 2010
United States7224 Posts
November 27 2014 15:39 GMT
#230
I'm confused by the cyclone range in this...it doesn't seem to be actually as far as the range indicators would lead you to believe. My cyclones stop shooting before I reach the edge of the indicators. Did the creators intentionally nerf the cyclone from what we saw at blizzcon. It definitely seems like the range is not as far.
Big J
Profile Joined March 2011
Austria16289 Posts
November 27 2014 15:43 GMT
#231
On November 28 2014 00:39 Doodsmack wrote:
I'm confused by the cyclone range in this...it doesn't seem to be actually as far as the range indicators would lead you to believe. My cyclones stop shooting before I reach the edge of the indicators. Did the creators intentionally nerf the cyclone from what we saw at blizzcon. It definitely seems like the range is not as far.


I think the Cyclone is very bugged in the current version, in particular it's upgrade does nothing but increase the range indicator, not the real range or the leash range.
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
November 27 2014 15:43 GMT
#232
On November 27 2014 22:50 Everlong wrote:
Man, Tempests... Big unit, moving fast as hell all over the map, shooting things from 15 range, essentially 1-shooting anything with desintegrate.. It just seems so wrong in a RTS game.


BW Science Vessel was awesome tho.
Revolutionist fan
Doodsmack
Profile Blog Joined August 2010
United States7224 Posts
November 27 2014 15:50 GMT
#233
I don't think there is smart casting for the herc grapple. If I have multiple hercs selected and attempt to grapple to multiple units, only one grapples and then I can't even grapple others while having the same group of hercs selected, because the game thinks I'm trying to re-grapple with the first one that grappled.
TheDwf
Profile Joined November 2011
France19747 Posts
November 27 2014 15:52 GMT
#234
On November 28 2014 00:50 Doodsmack wrote:
I don't think there is smart casting for the herc grapple. If I have multiple hercs selected and attempt to grapple to multiple units, only one grapples and then I can't even grapple others while having the same group of hercs selected, because the game thinks I'm trying to re-grapple with the first one that grappled.

Yeah, experienced this too
Big J
Profile Joined March 2011
Austria16289 Posts
November 27 2014 16:09 GMT
#235
On November 28 2014 00:50 Doodsmack wrote:
I don't think there is smart casting for the herc grapple. If I have multiple hercs selected and attempt to grapple to multiple units, only one grapples and then I can't even grapple others while having the same group of hercs selected, because the game thinks I'm trying to re-grapple with the first one that grappled.


Closest unit to the target casts, instead of every unit.
That's smart cast.

Freeborn
Profile Joined July 2010
Germany421 Posts
November 27 2014 16:11 GMT
#236
A thing I noticed is that if a stalker runs away from a herc and u grapple it, the herc will never attack, since when it lands the stalker is already out of range.
Is that supposed to be this way?
TheDwf
Profile Joined November 2011
France19747 Posts
November 27 2014 16:12 GMT
#237
On November 28 2014 01:11 Freeborn wrote:
A thing I noticed is that if a stalker runs away from a herc and u grapple it, the herc will never attack, since when it lands the stalker is already out of range.
Is that supposed to be this way?

Maybe you can get a hit if you issue an order immediately after the Grapple animation is over, I think I got a hit against a fleeing Probe like that; but not sure.
Doodsmack
Profile Blog Joined August 2010
United States7224 Posts
November 27 2014 16:14 GMT
#238
On November 28 2014 01:09 Big J wrote:
Show nested quote +
On November 28 2014 00:50 Doodsmack wrote:
I don't think there is smart casting for the herc grapple. If I have multiple hercs selected and attempt to grapple to multiple units, only one grapples and then I can't even grapple others while having the same group of hercs selected, because the game thinks I'm trying to re-grapple with the first one that grappled.


Closest unit to the target casts, instead of every unit.
That's smart cast.



Why is that when you spam storms with HTs they all storm? Assuming the second only starts storming when the first runs out of energy. The herc goes on cooldown after one use, so you would think the next would queue up at that point.
JustPassingBy
Profile Blog Joined January 2011
10776 Posts
November 27 2014 16:17 GMT
#239
On November 28 2014 00:43 Salteador Neo wrote:
Show nested quote +
On November 27 2014 22:50 Everlong wrote:
Man, Tempests... Big unit, moving fast as hell all over the map, shooting things from 15 range, essentially 1-shooting anything with desintegrate.. It just seems so wrong in a RTS game.


BW Science Vessel was awesome tho.


Yes, but mainly because of the shenanigans you could pull off with irradiate and defense matrix. ^^
Tuczniak
Profile Joined September 2010
1561 Posts
Last Edited: 2014-11-27 16:21:43
November 27 2014 16:21 GMT
#240
On November 28 2014 01:17 JustPassingBy wrote:
Show nested quote +
On November 28 2014 00:43 Salteador Neo wrote:
On November 27 2014 22:50 Everlong wrote:
Man, Tempests... Big unit, moving fast as hell all over the map, shooting things from 15 range, essentially 1-shooting anything with desintegrate.. It just seems so wrong in a RTS game.


BW Science Vessel was awesome tho.


Yes, but mainly because of the shenanigans you could pull off with irradiate and defense matrix. ^^
Plus there were scourge and plague.
Prev 1 10 11 12 13 14 41 Next All
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