LotV Custom - Unofficial Fan Alpha - Page 18
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StarscreamG1
Portugal1652 Posts
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FeyFey
Germany10114 Posts
On November 29 2014 04:10 SmileZerg wrote: Yeah man, god forbid you can't counter a Tier 3.5 Zerg unit with your Tier 1 infantry anymore. So Lings shouldn't counter Thors anymore. The game is not designed on Tiers not being able to beat higher Tiers. Also its T1,5 Infantry with T3 support units, that beats a-moving Ultras with extensive kite micro. Now you have to kite over half of the map. And that doesn't take Queen Heal into consideration. Ultra Queen on creep is insane now, haven't found a way to deal with Ultras/Queen on creep apart from quite a bunch of Thors or some suicidal Ghosts. And both are comparably harder to get then a group of Ultras. On the other hand its almost impossible for a Zerg to get there. I would say Zerg has become even more of a dps check for Terrans that go Bio now. But maybe they want the matchup super hard to play. Bio pressures the Zerg and when the Zerg can resist you continue to pressure and slowly transition to mech x3 . While the Zerg has to grab as many bases and spread creep as possible to be able to push back the deathball. Atleast they gave all tanking mech units free heal now like every other composition. But Queen heal is still spamable and instant, so still broken in some cases and energy efficient against every damage spell. But high armor + armored owns almost every Terran unit now. Air units have multi hit or weak fast hitting attacks for ground, except the Viking that got nerfed because of crappy Hydras back in WoL. Bio as well now. So I really don't think they stick with the Marauder change, atleast not the moment they see Guardian Shield being used against Bio. It is an awesome change for TvT though, just like reducing Siege Tank damage to the absolute minimum possible. | ||
EmtKoloSSaL
Italy5 Posts
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SoulFilcher
Brazil43 Posts
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Musicus
Germany23570 Posts
On November 30 2014 00:01 EmtKoloSSaL wrote: Is there any chat on sc2 where we can meet to practice on lotv alpha? Join the group "LotV custom". | ||
Existor
Russian Federation4295 Posts
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SuperYo1000
United States880 Posts
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TheScriptan
Lithuania152 Posts
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sage_francis
France1823 Posts
I would like to play this mod on custom games but I dont have the "create with mod" button. May someone help me? Thx ![]() edit : oh i see ! i have to click "browse map" ^^ sorry just wake up | ||
Existor
Russian Federation4295 Posts
On November 30 2014 01:09 TheScriptan wrote: Hello guys! I have been playing some LotV as Terran and now I am struggling a lot against Disruptors in TvP. How to I defend disruptor drops? If my army for example is attacking? Try vikings / widow mines / scanner towers / cyclones? | ||
TheScriptan
Lithuania152 Posts
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Trifonius
1 Post
-While cyclones can target destructable rocks, they will not attack them; they will be unable to target or attack anything else until you move them out of range. -Unable to research burrow. | ||
Existor
Russian Federation4295 Posts
On November 30 2014 02:00 TheScriptan wrote: So if I commit a lot to defense I lose to ground army. Yeah, but disruptor isn't that cheap ![]() | ||
Big J
Austria16289 Posts
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Grumbels
Netherlands7028 Posts
On November 29 2014 07:40 Big J wrote: 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 It would be helpful if people could test larva availability for zerg. For the game to work well larva needs to be somewhat limited. If you're encouraged to make more hatcheries for lower income with the new lotv economy you'd have more larva anyway. | ||
FabledIntegral
United States9232 Posts
On November 30 2014 02:58 Grumbels wrote: It would be helpful if people could test larva availability for zerg. For the game to work well larva needs to be somewhat limited. If you're encouraged to make more hatcheries for lower income with the new lotv economy you'd have more larva anyway. Indeed. I feel like Protoss is getting the shaft in multiple areas due to the changes. As gameplay promotes more expansions, Zerg will have more hatcheries and production along with it, Terran will get more mules, but chrono by far is the least beneficial as you move into the midgame. Also, given Protoss currently starts with their macro mechanic while Zerg and Terran do not, this further nerfs them. Protoss will normally have more workers than Terran (by far) and Zerg (by a little bit) due to this mechanic. Now, Zerg and Terran get theirs relatively sooner. | ||
TheScriptan
Lithuania152 Posts
Well it is the most efficient unit in the game! | ||
Uvantak
Uruguay1381 Posts
Other thing that came to my attention are the spaces ravagers uses while loaded in overlords, atm they are using 2 slots per ravager meaning that one can fit 4 of these guys in a single ovie, that can be devastating for mineral lines and i'm enjoying quite a bit to get ovie speed and cargo and have a couple ovies fly around around in ZvZ, it feels just like BW PvP with reavers, nonetheless i'm concerned that the 2slots per ravager may be an oversight, so i feel it is necessary to mention it. /edit 1 Forgot to mention that Lurkers while burrowed do not have a stop button attached! /edit 2 Also forgot to mention that a ravager won't receive dmg from his own Acidic Bile. /edit 3 i jsut tested this one out, the lurker without the range upgrade will not damage targeted units that are your own, but a lurker with the range upgrade will! /edit4 i think i'll need to reformat the post urgh -.-; I actively started testing stuff and i found more possible issues. Ravager and Lurker Cocoons can be abducted, this will cancel the morphing of the unit and give the resources back to the player, this is a bug, it does not work this way with banes in HotS, you can't abduct cacoons. Aggressive Mutation does not affect air units, i do not know if this is an issue of how the tooltip was formatted or a bug, i report anyways :p, in the same sense flying locust will not be able to be targeted with Aggressive Mutation until they land. Ravagers can't be abducted while burrowed. Lurkers do not have an abduct animation. That's all i have come by on my bugtesting :p /edit 5 Reformatting: + Show Spoiler + ♦ Lurkers do not have a stop button in the command card nor S hotkey attached, only hold fire commands. ♦ Lurkers without range do not damage targeted friendly units. ♦ Lurkers WITH range will dmg targeted friendly units. ♦ Ravagers do not receive dmg from their own acidic bile. ♦ One can load 4 Ravagers in an overlord, i do not know if this is intended. Very strong in a Ravager based meta in ZvZ. ♦ Ravagers can't be abducted while burrowed. ♦ Abducting a burrowed Ravager will bug out the unit, when you unburrow the unit will display the abducting animation for a short moment, and then stop, only to show with his burrowed animation while unburrowed, the unit will behave normally but with the walk animation swapped for the burrowed animation but on top of the ground, abducting it again will not fix the problem neither loading it on a ovie, only burrowing and unburrowing again will fix it. ♦ Ravager & Lurker Cocoons CAN be abducted, this will cancel the morphing of the unit, this is inconsistent with HotS where bane cocoons can't be abducted. ♦ Lurkers do not have a abduct animation. ♦ Agressive Mutation does not affect Air units, this is not specified on the Tooltip. ♦ Flying locusts will not be affected by aggressive mutation until they have landed. | ||
Aquila-
516 Posts
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Doodsmack
United States7224 Posts
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