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Active: 1778 users

LotV Custom - Unofficial Fan Alpha - Page 14

Forum Index > Legacy of the Void
Post a Reply
Prev 1 12 13 14 15 16 41 Next All
Lexender
Profile Joined September 2013
Mexico2656 Posts
November 27 2014 19:44 GMT
#261
There are some issues I've had with the cyclone:
The lock on ability, when I used and then moved the cyclone it would cancel even when in range
Also it will cancel when the unit gets out of view (mostly due to high ground) not sure if this is intended behavior tho
Also hellions have selection preference over cyclones, making hellion/cyclone awkward to control
Finally I have issues when using lock on with multiple cyclones, even when I use the abilitys multiple times only 1 cyclone will lock on.

Again I'm not sure if some of this is intended behavior but is what I've found
GoGoGo_SC
Profile Joined November 2014
United States2 Posts
November 27 2014 19:46 GMT
#262
The Cyclone doesnt attack while moving
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2014-11-27 20:03:11
November 27 2014 20:02 GMT
#263
Are you guys aware that the hotkey for Cyclone is C, which is also the hotkey for building a reactor on a naked Rax?
I can't build a reactor on the fact unless I click on the icon, because it's confused with the cyclone hotkey.

Planned for future updates. Also please do not overquote posts with image

The lock on ability, when I used and then moved the cyclone it would cancel even when in range

Right now cyclone upgrade doesn't works at all. Also cyclone will stop lock-on attack while moving, when targeted on ally units.
royalroadweed
Profile Joined April 2013
United States8301 Posts
November 27 2014 20:10 GMT
#264
On November 28 2014 01:30 Makro wrote:
the herc is fun to use

Its my favorite lotv unit. I think stats could be toned down a bit, however its general design doesn't fall into the terrible, terrible, damage syndrome as much as the ravager, cyclone and disruptor.
"Nerfing Toss can just make them stronger"
JCoto
Profile Joined October 2014
Spain574 Posts
November 27 2014 20:12 GMT
#265
Spanish translation incoming ^^!
[PkF] Wire
Profile Joined March 2013
France24238 Posts
November 27 2014 20:18 GMT
#266
On November 28 2014 05:10 royalroadweed wrote:
Show nested quote +
On November 28 2014 01:30 Makro wrote:
the herc is fun to use

Its my favorite lotv unit. I think stats could be toned down a bit, however its general design doesn't fall into the terrible, terrible, damage syndrome as much as the ravager, cyclone and disruptor.


Exactly why I think most of the added units are uninspiring. We have enough heavy hitters that can get some work done on.
Nakamura
Profile Joined August 2014
9 Posts
November 27 2014 20:39 GMT
#267
There seems to be some trouble with tank drops when they are sieged. The medivacs don't seem to pick them up unless they are at a complete standstill above the tank, and even then it feels like you need to wait a short moment.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
November 27 2014 20:41 GMT
#268
On November 28 2014 04:10 SuperYo1000 wrote:
Show nested quote +
On November 28 2014 03:54 blade55555 wrote:
Any games that were casted or streamed that anyone could link?



basetrade streamed some LotV custom play last night...

http://www.twitch.tv/basetradetv/b/593233094


Thank you
When I think of something else, something will go here
JCoto
Profile Joined October 2014
Spain574 Posts
Last Edited: 2014-11-27 20:47:58
November 27 2014 20:47 GMT
#269
Well, damage done is easilly tweaked.
We should focus on valorating design. Balance being broken and damage inputs are stupid, yes.
But is just math. Game experience is what matters.

For exemple, tanks are more mobile now medivac tank is not that a big deal and could be rebalanced easily with an upgrade. The concept is good. Check.
Ravagers show to be idiotic in damage, but microable, frontal charge, and dealing with static lines. Semi-check
Lurkers are just so Lurkers ^^. Nice unit. Double Check
Herc is quite good, but that splash is a nightmare and shows something like a mine/hellbat hydrid. Something to remark in terms of design. Semicheck.
We'll have to wait for cyclones to see.
Protoss is so fucked up. Tempests have lost a lot of utility too. WRONG way.
Leviance
Profile Joined November 2009
Germany4079 Posts
November 27 2014 21:05 GMT
#270
This is so fucking awesome thanks so much fpr having done that, custom models also look very nice!!
"Blizzard is never gonna nerf Terran because of those American and European fuck" - Korean Netizen
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
November 27 2014 21:07 GMT
#271
On November 28 2014 05:39 Nakamura wrote:
There seems to be some trouble with tank drops when they are sieged. The medivacs don't seem to pick them up unless they are at a complete standstill above the tank, and even then it feels like you need to wait a short moment.

They need to decelerate because you have to move them on top of the tank. Normally, you can keep the medivac on speed by moving the other units towards it, but as a sieged tank is stationary....
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Nakamura
Profile Joined August 2014
9 Posts
Last Edited: 2014-11-27 21:14:25
November 27 2014 21:13 GMT
#272
On November 28 2014 06:07 SC2Toastie wrote:
Show nested quote +
On November 28 2014 05:39 Nakamura wrote:
There seems to be some trouble with tank drops when they are sieged. The medivacs don't seem to pick them up unless they are at a complete standstill above the tank, and even then it feels like you need to wait a short moment.

They need to decelerate because you have to move them on top of the tank. Normally, you can keep the medivac on speed by moving the other units towards it, but as a sieged tank is stationary....

Check this out then. There is a small pickup range to avoid this kind of awkwardness I'm mentioning.

Rider
Profile Joined May 2010
Netherlands127 Posts
November 27 2014 21:15 GMT
#273
I'm having so much fun playing this map! Big thanks to JaKaTaK and everyone else who worked on this!

That said though, I'm having some trouble with the Carrier. I don't know if this is how it worked in the LotV build, but in the custom, when you release the interceptors the Carrier has to come to a full stop before it launches its interceptors, making it super vulnerable and really tricky to use effectively.
My grandpa could've proxied better. And not only does he have arthritis, he's also dead.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
November 27 2014 21:21 GMT
#274
On November 28 2014 06:13 Nakamura wrote:
Show nested quote +
On November 28 2014 06:07 SC2Toastie wrote:
On November 28 2014 05:39 Nakamura wrote:
There seems to be some trouble with tank drops when they are sieged. The medivacs don't seem to pick them up unless they are at a complete standstill above the tank, and even then it feels like you need to wait a short moment.

They need to decelerate because you have to move them on top of the tank. Normally, you can keep the medivac on speed by moving the other units towards it, but as a sieged tank is stationary....

Check this out then. There is a small pickup range to avoid this kind of awkwardness I'm mentioning.

https://www.youtube.com/watch?v=wPVxoOHmmMs

I see, but that's not in the mod
Mura Ma Man, Dark Da Dude, Super Shot Sos!
JCoto
Profile Joined October 2014
Spain574 Posts
November 27 2014 21:25 GMT
#275
Well, it's a mod, they can't work deep in the engine and core mechanics just like the programming team does. This mod is a nice compilation of very of well engineered workarounds done as a hobby. This is so nice.
[ReCoN]Malacath
Profile Joined September 2013
France4 Posts
November 27 2014 23:28 GMT
#276
You guys weren't at Blizzcon right ? If you were then i'm sorry for you since you've not been able to correctly note half of the changes...
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
November 27 2014 23:31 GMT
#277
JaKaTaK was at blizzcon and they have tried their best to get to the right sources.
aka KanBan85. Working on Starbow.
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
Last Edited: 2014-11-27 23:44:57
November 27 2014 23:34 GMT
#278
Guys... you do realize that the numbers can be tweaked but the unit designs, I must admit, are cool.

Consider
========

Disruptor:

- moves linearly to target
- explodes with circular damage
- can adjust size of circle
- can adjust damage; perhaps 3 zones; perhaps stacking can use a percent effect (lost X% dmg for every stack)

HERC:

- ability to grapple toward target
- upgradable for splash damage
- can adjust: cost for grapple
- can adjust: size and range of splash radius

So many adjustments can be made but I think these are cool.

Cyclone:

- locks onto target
- demands constant attention for unit exiting lock radius or engaging cyclone head-on

Ravager:

- skill shot aoe (works like fungal growth except damage penalty instead of damage + movement stop time)
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
Big J
Profile Joined March 2011
Austria16289 Posts
November 27 2014 23:36 GMT
#279
On November 28 2014 08:34 mishimaBeef wrote:
Guys... you do realize that the numbers can be tweaked but the unit designs, I must admit, are cool.

Consider
========

Disruptor:

- moves linearly to target
- explodes with circular damage
- can adjust size of circle
- can adjust damage; perhaps 3 zones; perhaps stacking can use a percent effect (lost X% dmg for every stack)

HERC:

- grapples toward target
- upgradable for splash damage

So many adjustments can be made but I think these are cool.


In the current build this isn't the case, nor do I believe it was in the alpha build. The Herc grapples towards the unit's location when it activated the ability, which is much less cool. (same as Viper abduct)
ejozl
Profile Joined October 2010
Denmark3473 Posts
November 27 2014 23:36 GMT
#280
Bug: Immortal shield gets fully replenished after the duration of the buff.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
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