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LotV Custom - Unofficial Fan Alpha - Page 17

Forum Index > Legacy of the Void
Post a Reply
Prev 1 15 16 17 18 19 41 Next All
Quakecomm
Profile Joined April 2012
United States344 Posts
November 28 2014 21:07 GMT
#321
Quick note about hotkey editing: One cannot edit the hotkeys for new spells on zerg buildings, and one cannot edit the hotkeys on a burrowed lurker
gorkey island is the only good map
ejozl
Profile Joined October 2010
Denmark3407 Posts
November 28 2014 21:15 GMT
#322
On November 29 2014 05:39 FabledIntegral wrote:
Show nested quote +
On November 29 2014 05:33 Bastinian wrote:
I like this very much! As far as I can say, LotV will look like Brood War,with massive base spreading all over the map! But what I would say that maps for more players should be way bigger, or else its impossible to play.


I still like the idea of depleting mineral yields (the visuals are already there). Patches are still 1,500, but at 1,000 the yield may drop down to 4 or 3, and at 500 it drops down to 3 or 2. Gives the incentive to expand but also you can still maintain income if you're going for an all-in.

WooH!
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
November 28 2014 22:07 GMT
#323
On November 29 2014 04:10 SmileZerg wrote:
Show nested quote +
On November 29 2014 01:32 Destructicon wrote:
Also, two changes in particular in TvZ seem really bad. Marauders changing from 10 (20 vs armor) to 2 attacks of 5 each (10 each vs armor). Its obviously a nerf against armored units but its even bigger if you consider ultralisks will start with 1 more base armor and it will make Ultras even harder then they are now to kill with marines. I don't get the point of this, Ultras are already tanky enough and hard to deal with as bio and they require a ton of micro to do effectively. If this is some sort of an attempt to make terran switch into some other tech then its a poorly thought out one. Terran can't tech switch because of their production, to a certain extent, bio needs to be somewhat able to cope with higher tech units.


Yeah man, god forbid you can't counter a Tier 3.5 Zerg unit with your Tier 1 infantry anymore.


Thors and Battlecruisers... know what they have in common? They're both Tier 3 Terran units that get countered by Tier 1 infantry. Siege Tanks have a very delicate relationship with bio, they're both good against the other so it all comes down to execution. And somehow TvT is widely considered one of the best MUs. Intriguing.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2014-11-28 22:23:59
November 28 2014 22:22 GMT
#324
On November 29 2014 07:07 pure.Wasted wrote:
Show nested quote +
On November 29 2014 04:10 SmileZerg wrote:
On November 29 2014 01:32 Destructicon wrote:
Also, two changes in particular in TvZ seem really bad. Marauders changing from 10 (20 vs armor) to 2 attacks of 5 each (10 each vs armor). Its obviously a nerf against armored units but its even bigger if you consider ultralisks will start with 1 more base armor and it will make Ultras even harder then they are now to kill with marines. I don't get the point of this, Ultras are already tanky enough and hard to deal with as bio and they require a ton of micro to do effectively. If this is some sort of an attempt to make terran switch into some other tech then its a poorly thought out one. Terran can't tech switch because of their production, to a certain extent, bio needs to be somewhat able to cope with higher tech units.


Yeah man, god forbid you can't counter a Tier 3.5 Zerg unit with your Tier 1 infantry anymore.


Thors and Battlecruisers... know what they have in common? They're both Tier 3 Terran units that get countered by Tier 1 infantry. Siege Tanks have a very delicate relationship with bio, they're both good against the other so it all comes down to execution. And somehow TvT is widely considered one of the best MUs. Intriguing.

How exactly does any zerg tier 1 infantry with no AA whatsoever counter Battlecruisers? And if you're talkin about Roach vs Thor, that doesn't work either.

Also I don't know how talking about TvT helps in a discussion about TvZ. 2 completely different matchups.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-11-28 22:35:53
November 28 2014 22:35 GMT
#325
On November 29 2014 07:07 pure.Wasted wrote:
Show nested quote +
On November 29 2014 04:10 SmileZerg wrote:
On November 29 2014 01:32 Destructicon wrote:
Also, two changes in particular in TvZ seem really bad. Marauders changing from 10 (20 vs armor) to 2 attacks of 5 each (10 each vs armor). Its obviously a nerf against armored units but its even bigger if you consider ultralisks will start with 1 more base armor and it will make Ultras even harder then they are now to kill with marines. I don't get the point of this, Ultras are already tanky enough and hard to deal with as bio and they require a ton of micro to do effectively. If this is some sort of an attempt to make terran switch into some other tech then its a poorly thought out one. Terran can't tech switch because of their production, to a certain extent, bio needs to be somewhat able to cope with higher tech units.


Yeah man, god forbid you can't counter a Tier 3.5 Zerg unit with your Tier 1 infantry anymore.


Thors and Battlecruisers... know what they have in common? They're both Tier 3 Terran units that get countered by Tier 1 infantry. Siege Tanks have a very delicate relationship with bio, they're both good against the other so it all comes down to execution. And somehow TvT is widely considered one of the best MUs. Intriguing.


Those discussions aren't fruitful. Techpaths work differently, races are unique.
Just one thing though, I think the BC/Thor relations with Terran infantry are better than the Ultralisk one. Why? Because in particular with BCs the longrun relationship is that BCs beat infantry on their own. So the player that has the hard time to get to the high tech (BCs), has a longrun advantage. For Ultralisks the opposite is true. It is hard to get to the T3, but then he actually only has a shortrun/timing advantage over the infantry army.*
In both cases the "T3 player" has to hold out until he gets the tech and the units. But in the BC case, a big BC ball eventually just forces the opponent out of direct infantry engagments. While in the Ultralisk case, it's up to the zerg to keep on countering the MMMM once the Terran adjusts his M:M-ratio.


*In skyterran TvT scenarios usually the other player also goes skyterran.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-11-28 22:44:23
November 28 2014 22:40 GMT
#326
By the way, with the changes in economy I think it would be reasonable to nerf macromechanics a little bit. Everything is going to be fucked up anyways.

E.g. Moderate changes:
Mules: less mining (overall of like 200)
Inject: something like 3larva instead of 4larva
Chronoboost: only 40% boost or duration to 15seconds
Aquila-
Profile Blog Joined April 2011
516 Posts
November 28 2014 23:29 GMT
#327
Please fix the cyclone, it does not work properly, not enough range and seems too slow and doesnt shoot while moving, and it is really needed vs ravagers.
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
Last Edited: 2014-11-28 23:54:02
November 28 2014 23:53 GMT
#328
Is it possible, in the editor, to make forcefields "crack" and break on the 3rd ravager ability shot? (two crack frames/animations would be needed for forcefields in that case)
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
Freeborn
Profile Joined July 2010
Germany421 Posts
November 29 2014 00:46 GMT
#329
The ravager fix is also really necessary. they do incredible damage and have very low CD. Any info the next update?
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2014-11-29 01:19:30
November 29 2014 01:19 GMT
#330
Here's the 1.1 Patch Notes





edit: 1.2 will be coming next week.
Commentatorhttps://www.youtube.com/JaKaTaKtv
MarlieChurphy
Profile Blog Joined January 2013
United States2063 Posts
November 29 2014 02:45 GMT
#331
Is it normal that Ravagers can hit air units with their spell?
RIP SPOR 11/24/11 NEVAR FORGET
ETisME
Profile Blog Joined April 2011
12474 Posts
November 29 2014 02:50 GMT
#332
thanks for all the hard work and quick update!
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
November 29 2014 02:51 GMT
#333
On November 29 2014 11:45 MarlieChurphy wrote:
Is it normal that Ravagers can hit air units with their spell?


yes
Commentatorhttps://www.youtube.com/JaKaTaKtv
MarlieChurphy
Profile Blog Joined January 2013
United States2063 Posts
November 29 2014 03:00 GMT
#334


Yo I noticed your other video here. BW didn't have this way in how units acquired and fired on other things. Why was this method even used at all in sc2?

I think the RNG element is really fucking stupid when it comes to mines especially since lots of things have +1 or so range and you can never know exactly what will happen based on this stupid scan thing.

PS- What exactly does the scan look like if it were visual? Is it like a scanner sweep? Couldn't you just speed that sweep up so fast that it wouldn't affect the targeting differently than the attack move?


This honestly just seems like poor design for blizzard. What is the reasoning for putting it in the game? or is it just an oversight?
RIP SPOR 11/24/11 NEVAR FORGET
Ninjury_J
Profile Joined August 2012
Canada408 Posts
November 29 2014 08:33 GMT
#335
Some bugs:

Lurker den does not have a hotkey address in the UI
Burrowed Lurker does not have a hotkey address in the UI
Lurker and Ravager eggs do not have rally points (can be rallied, but as a unit, not an egg)
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
Mysticesper
Profile Joined January 2011
United States1183 Posts
Last Edited: 2014-11-29 09:06:32
November 29 2014 08:58 GMT
#336
PS- What exactly does the scan look like if it were visual? Is it like a scanner sweep? Couldn't you just speed that sweep up so fast that it wouldn't affect the targeting differently than the attack move?


If I had to guess, I would peg it to be similar to having sight vision being less than you attack range. The rapidfire mode is simply overloading the attack commands to the point that it overrides anything else, since they actually do have sight and they are actually in their attack range, despite the "a-move recognition" range being less than their attack range.
egrimm
Profile Joined September 2011
Poland1199 Posts
November 29 2014 09:30 GMT
#337
On November 29 2014 12:00 MarlieChurphy wrote:
http://youtu.be/oxWYxysVBvI

Yo I noticed your other video here. BW didn't have this way in how units acquired and fired on other things. Why was this method even used at all in sc2?

I think the RNG element is really fucking stupid when it comes to mines especially since lots of things have +1 or so range and you can never know exactly what will happen based on this stupid scan thing.

PS- What exactly does the scan look like if it were visual? Is it like a scanner sweep? Couldn't you just speed that sweep up so fast that it wouldn't affect the targeting differently than the attack move?


This honestly just seems like poor design for blizzard. What is the reasoning for putting it in the game? or is it just an oversight?

Wow.
I knew about the destinction between amove and target fire bacause of stalker-WM interaction. However I didn't know about "the scanner" and what's even more important, that it is so easy to fix it o_O. I really hope blizzard will acknowledge that it is bad behaviour and implement some solution.
sOs TY PartinG
woopr
Profile Joined December 2012
United States112 Posts
Last Edited: 2014-11-29 10:34:03
November 29 2014 10:33 GMT
#338
--- Nuked ---
Freeborn
Profile Joined July 2010
Germany421 Posts
November 29 2014 12:01 GMT
#339
On November 28 2014 09:30 Templarfreak wrote:
I'd like to stress that the Ravager's damage is very likely inaccurate and we'll probably change that. (Oh god, I am so sorry...)

When I was working on it alone, I made the damage 40+40 partly for testing purposes and partly because that seemed right at the time, but it's probably not at all right. xD


Hope this will be fixed soon. Ravager is a bit too extreme right now.
Epamynondas
Profile Joined September 2012
387 Posts
Last Edited: 2014-11-29 13:12:24
November 29 2014 13:11 GMT
#340
On November 29 2014 19:33 woopr wrote:
bug: HERCs can't attack your own units


Came here to say this.

Also, is the battlecruiser teleport ability supposed to be instant? I don't remember it being like this from the showmatches.

Edit: indeed it wasnt
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