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
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.
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.
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.
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.
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.
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....
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.
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.
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.
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.
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)
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)