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Russian Federation4295 Posts
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.
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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.
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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.
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Russian Federation4295 Posts
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).
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So is Cyclone good now? last time it wasn't working like in Blizzcon
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Russian Federation4295 Posts
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
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Wish this was more popular on NA lol it's not played at all.
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Russian Federation4295 Posts
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.
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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
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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.
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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.
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Russian Federation4295 Posts
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.
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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 +
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On December 05 2014 18:42 MarlieChurphy wrote:There are some LOTV mod vods here if anyone wants to watch: + Show Spoiler +
Thank you, that was exactly what I was looking for! 
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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
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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.
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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)
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Russian Federation4295 Posts
Yay, finaly
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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!!!!
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