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LotV Custom - Unofficial Fan Alpha - Page 24

Forum Index > Legacy of the Void
Post a Reply
Prev 1 22 23 24 25 26 41 Next All
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2014-12-05 00:54:43
December 04 2014 23:37 GMT
#461
On December 05 2014 07:40 Mahanaim wrote:
Hey guys, weren't the hydralisk speed and range upgrades merged together in the Blizzcon build? Because I'm sure I read that somewhere.

I don't know, this is one of changes of next update.
MarlieChurphy
Profile Blog Joined January 2013
United States2065 Posts
December 05 2014 01:09 GMT
#462
On December 04 2014 22:01 Existor wrote:
Show nested quote +
On December 04 2014 20:23 MarlieChurphy wrote:
Also carriers are pretty hard for zerg to deal with if they just throw their interceptors out and run away. Zerg has no darkswarm like they had in bw to deal with mass air from protoss.

But they have agressive mutation to give +5 damage to hydralisks.



Didn't try that, I guess I'll give it a shot next time it comes up.
RIP SPOR 11/24/11 NEVAR FORGET
MarlieChurphy
Profile Blog Joined January 2013
United States2065 Posts
Last Edited: 2014-12-05 01:13:37
December 05 2014 01:11 GMT
#463
On December 04 2014 22:15 Existor wrote:
Show nested quote +
On December 04 2014 16:03 MarlieChurphy wrote:
The ravager seems overpowered.

You can fit 4 of them in an overlord and the spell it casts is on a short cool down. So you can constantly harass with them and explode units every 3 seconds almost indefinitely. Best application is on the refinery/workers going in/out since even if it misses you will eventually burn it down.



back in the alpha on WOL reapers had a similar spell where they would throw a timed bomb. I think I saw boxer or someone using this and just annihilating everything. It got changed shortly there after.


Proposed changes: 2 per overlord, increase the cooldown or change it to a mana cost. So as to not get owned by feedback too much, perhaps make the mana cap on them like 45 or something and the spell cost 15. As it is now, it hard couters Forcefields too much anyway. FF cost way more and 1 ravager can absorb infinite mana from sentries without tiring out.

Ravager was already fixed in next patch. Current aoe radius of corrosive bile is wrong and not same as on blizzcon. And no, we are not doing any proposed, suggested, fanmade, etc changes. Only those that we're trying to extract from the videos, playtesting at Blizzcon build and showmatches.



So you guys have no plans to balance the game from a players perspective along side blizzards own internal testing? That seems bad in a number of ways.

I understand you just want to make it as precise as it was at blizzcon for the novel aspect etc. However, Blizzard used a really imbalanced build just to demonstrate the capabilities of the new stuff. They probably made stuff really imba (after it was already tested out internally) just to show off.

Could you at least make a 2nd mod that tries to balance stuff? We might actually help speed up the dev of the core game, or provide different insights and aspects perhaps they didn't see internally.
RIP SPOR 11/24/11 NEVAR FORGET
Existor
Profile Joined July 2010
Russian Federation4295 Posts
December 05 2014 02:19 GMT
#464
Could you at least make a 2nd mod that tries to balance stuff? We might actually help speed up the dev of the core game, or provide different insights and aspects perhaps they didn't see internally.

Maybe, but that will be just separated and different project.

And I think you need to play a bit more with all the new units (fixed ones!) and try to understand entire picture.

For example only now I realized that Carrier's ability "Release interceptors" has good and bad sides, its not OP at all. Rewatching ZvP showmatch on Nimbus, I noticed, how zerg just run away from these interceptors, that flying around specific zone, and tried to attack defenceless Carriers.

So it is clear, that by releasing interceptors you can make them independent from Carriers, maning that you already can start build new ones and if carrier dies, interceptors are still here and will continue deal tons of damage.

But on other side, if you run away from "interceptor zone" and for example catch Carriers interceptor-less, that can end pretty badly for them, since they are in rebuilding process.


I kinda love that design decision. You can release those interceptors at specific place, leaving carriers in safe spot (you can recall them!).

But other factions have ways to counter interceptors pretty quickly - Agressive hydralisks (12 + 5 = 17 damage with hydra speed) and Agressive Infested Terrans.

Can be also Agressive Queens, but not so viable, maybe only in emergency situations (one carrier rush lol).
Lexender
Profile Joined September 2013
Mexico2661 Posts
December 05 2014 03:22 GMT
#465
So is Cyclone good now? last time it wasn't working like in Blizzcon
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2014-12-05 08:01:17
December 05 2014 03:33 GMT
#466
On December 05 2014 12:22 Lexender wrote:
So is Cyclone good now? last time it wasn't working like in Blizzcon

It will work as it should with next update
Doodsmack
Profile Blog Joined August 2010
United States7224 Posts
December 05 2014 06:04 GMT
#467
Wish this was more popular on NA lol it's not played at all.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
December 05 2014 06:17 GMT
#468
On December 05 2014 15:04 Doodsmack wrote:
Wish this was more popular on NA lol it's not played at all.

There are problems on NA with downloading and uploading maps, as I know. And blizzards are aware of this issue. Something wrong with their servers maybe.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
December 05 2014 07:56 GMT
#469
On December 05 2014 15:04 Doodsmack wrote:
Wish this was more popular on NA lol it's not played at all.


2nd most played mod on AM after BGH. Not to bad for being out for 1.5 weeks
Commentatorhttps://www.youtube.com/JaKaTaKtv
Brutaxilos
Profile Blog Joined July 2010
United States2633 Posts
December 05 2014 07:58 GMT
#470
Watched Husky's cast of qxc vs Pokebunny. It actually looks hella fun to play and watch. Seems like fights are really back and forth and deathballs are pretty much nonexistent. Also loving the numerous bases now.
Jangbi favorite player. Forever~ CJ herO the King of IEM. BOMBERRRRRRRR. Sexy Boy Rogue. soO #1! Oliveira China Represent!
MarlieChurphy
Profile Blog Joined January 2013
United States2065 Posts
Last Edited: 2014-12-05 08:45:55
December 05 2014 08:43 GMT
#471
On December 05 2014 11:19 Existor wrote:
Show nested quote +
Could you at least make a 2nd mod that tries to balance stuff? We might actually help speed up the dev of the core game, or provide different insights and aspects perhaps they didn't see internally.

Maybe, but that will be just separated and different project.

And I think you need to play a bit more with all the new units (fixed ones!) and try to understand entire picture.

For example only now I realized that Carrier's ability "Release interceptors" has good and bad sides, its not OP at all. Rewatching ZvP showmatch on Nimbus, I noticed, how zerg just run away from these interceptors, that flying around specific zone, and tried to attack defenceless Carriers.

So it is clear, that by releasing interceptors you can make them independent from Carriers, maning that you already can start build new ones and if carrier dies, interceptors are still here and will continue deal tons of damage.

But on other side, if you run away from "interceptor zone" and for example catch Carriers interceptor-less, that can end pretty badly for them, since they are in rebuilding process.


I kinda love that design decision. You can release those interceptors at specific place, leaving carriers in safe spot (you can recall them!).

But other factions have ways to counter interceptors pretty quickly - Agressive hydralisks (12 + 5 = 17 damage with hydra speed) and Agressive Infested Terrans.

Can be also Agressive Queens, but not so viable, maybe only in emergency situations (one carrier rush lol).



Oh they must be bugged then, because I ran away from them at one point and the interceptors followed me around from his half of the map to mine and I didn't even notice til my units got home and were still fighting them where I had lost most of my shit by the time it got there.

Also watched that FFA game jakatak and the other dude casted, and fungal bugged out the interceptors I think.
Howerver earlier in the game I noticed the interceptors were sort of stuck in the air, I thought it was just where he built them and was like an artifact of that that not everyone could see, but I guess it wasn't.
RIP SPOR 11/24/11 NEVAR FORGET
Existor
Profile Joined July 2010
Russian Federation4295 Posts
December 05 2014 09:17 GMT
#472
Oh they must be bugged then, because I ran away from them at one point and the interceptors followed me around from his half of the map to mine and I didn't even notice til my units got home and were still fighting them where I had lost most of my shit by the time it got there.

In showmatch they clearly stay at their "zone". This can be bug.
MarlieChurphy
Profile Blog Joined January 2013
United States2065 Posts
Last Edited: 2014-12-05 09:46:23
December 05 2014 09:42 GMT
#473
There are some LOTV mod vods here if anyone wants to watch:

husky: QXC vs POKEBUNNY
+ Show Spoiler +








DraKaTaK: FFAs, Desrow vs Risky , Arium vs Intense
+ Show Spoiler +










RIP SPOR 11/24/11 NEVAR FORGET
Anacreor
Profile Joined February 2013
Netherlands291 Posts
December 05 2014 11:44 GMT
#474
On December 05 2014 18:42 MarlieChurphy wrote:
There are some LOTV mod vods here if anyone wants to watch:
+ Show Spoiler +

husky: QXC vs POKEBUNNY
+ Show Spoiler +


http://youtu.be/BTzjtW641Pw

http://youtu.be/deAtprXM7-Q



DraKaTaK: FFAs, Desrow vs Risky , Arium vs Intense
+ Show Spoiler +


http://youtu.be/q1gJ_NGaGgo

http://youtu.be/nPK3ECYIK2o

http://youtu.be/cHisx4gtzeE

http://youtu.be/CNm298CAMAU




Thank you, that was exactly what I was looking for!
"Peter the Acretree chops some wood"
EndOfLineTv
Profile Joined February 2011
United States741 Posts
Last Edited: 2014-12-05 13:10:33
December 05 2014 13:06 GMT
#475
On December 05 2014 06:32 SoulFilcher wrote:
Show nested quote +
On December 05 2014 03:34 EndOfLineTv wrote:
I was playing with Desrow. On game 4, he massed disruptors. On my end, they look the same when activated and when they are in DEATH MODE.

Is that how they were in Blizzcon? Because I had to guess to to attack and split, which is nearly impossible.

There was one halarious moment when I ganked one into my army with a viper... T T


Can you tell me your graphic settings? You should at least see the plates around the Disruptor change from gold to transparent blue. This is the first report of this problem so I'll try to run a few tests and see what I can improve.


Lowest possible. I have played more games since then. There may be a "change" between modes. But at least on my settings, it looks VERY similar. Really hard to see when playing at the 30 min mark.


Btw, it is the saddest thing ever when you know that they are in "off mode" you try to gank one with a viper, Only to turn into INVINCABLE mode right in the middle of your army..

Happened to me twice yesterday lol. T T
althaz
Profile Joined May 2010
Australia1001 Posts
December 05 2014 13:44 GMT
#476
Been playing this a bit. Basically rushed for siege-tank drops every game (supply-gas-rax-fact-port-CC). It's soooooooooo much fun . My build is pretty weak, but it lines up pretty much perfectly and comes out quickly. Flying tanks = awesome. Hope this stays in the final game.
The first rule we don't talk about race conditions. of race conditions is
mirmalis
Profile Joined April 2011
Lithuania1 Post
Last Edited: 2014-12-05 15:21:51
December 05 2014 14:15 GMT
#477
Dont know if these bugs are already reported or not, but here it goes:
1. Amergency Repair has no animation. (Thor)
2. Purification Nova has no animation. (Disruptor)
3. You can lock on on your own unit (it does nothing to it) and whenever enemy unit/building gets in range of cyclone it starts shooting at it as if that target was locked on. (Cyclone)
4. I cannot seem to find a way to change hotkeys for 'Infestation Pit', it's shown that there is 'Neural Parasite' and 'Endure Locust' to learn instead of 'Flying Locust'. (Infestation Pit)
5. Selected Ravager doesn't have circle around it indicating it is selected while burrowed. (Ravager)
6. Ravager burrows instantly. (Ravager)
IeZaeL
Profile Joined July 2012
Italy991 Posts
December 05 2014 18:03 GMT
#478
Patch 1.3 is up.
+ Show Spoiler +
Author of Coda and Eastwatch.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2014-12-05 18:06:38
December 05 2014 18:06 GMT
#479
Yay, finaly
Big J
Profile Joined March 2011
Austria16289 Posts
December 05 2014 18:26 GMT
#480
On November 27 2014 18:19 Big J wrote:Ravager shot radius looks much bigger than in the blizzcon videos? Also, can someone confirm it does splash?


Told ya so.

Also hurray for nerfing the disruptor, that cooldown was so broken. Great work guys, GREAT work!!!!
Prev 1 22 23 24 25 26 41 Next All
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