LotV Custom - Unofficial Fan Alpha - Page 27
Forum Index > Legacy of the Void |
Garnet
Vietnam9011 Posts
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Existor
Russian Federation4295 Posts
Really nice 8p map. Like one from blizzards, but with a different landscape and base placement http://www.teamliquid.net/forum/sc2-maps/303441-8-crux-volcanic Already suggested some posts ago, this one can fit with 8p ffa game too http://www.teamliquid.net/forum/sc2-maps/460144-8-tarantula | ||
SoulFilcher
Brazil43 Posts
On December 08 2014 15:12 Garnet wrote: when will you upload this to KR and SEA? It is supposed to be online on those servers since the first release. | ||
Garnet
Vietnam9011 Posts
On December 08 2014 22:14 SoulFilcher wrote: It is supposed to be online on those servers since the first release. But only NA has the custom maps. Do KR and SEA need to use the extension mod instead? | ||
SoulFilcher
Brazil43 Posts
On December 08 2014 23:50 Garnet wrote: But only NA has the custom maps. Do KR and SEA need to use the extension mod instead? We will publish the maps to these servers, but right now the extension mod and the unit tester map are the only options. | ||
Pseudorandom
United States120 Posts
ZvZ the maps make mutas so useful (WoL/HotS I feel are nothing but Roach v Roach). Even Roach v Roach is better with the addition of a few Ravagers to really turn the tide in a fight and force more micro (on both sides). ZvT has been a blast with lurkers finally being back (wanted them since they got removed in WoL beta =P). Though a lot of the early harass from T seems to be a bit cut down (reaper/hellion openings). I personally think that is a bit to do with the maps I've been playing on (God's Garden mostly). ZvP Ravagers are super boss for early pressure, and ling/infestor/nydus has some unreal potential for a counter-attack based-trade focused style that I have been LOVING playing. All in all my two-cents is LotV has great potential, and I think it will be better then HotS. HotS was better then WoL and hopefully they keep that trend up. Thanks to the team that worked and put this together, it is a TON of fun. | ||
The_Red_Viper
19533 Posts
A unit which is as massable as the ravager shouldn't have such an ability imo. Rest of the zerg changes are nice, even though corruptors still are boring as fuck, pls remove them and give zerg an interesting aa unit. Didn't play with terran much, but the herc seems to be gimmicky. Not sure about the cyclone yet. Can you build those as antiair for mech? Probably not i guess. Disruptors are fun, new oracle ability is fun, but toss still needs some more stability i think. So yeah, pretty nice overall, even though i don't agree with some stuff personally | ||
Existor
Russian Federation4295 Posts
On December 09 2014 05:41 The_Red_Viper wrote: I hope Ravagers won't make it into LOTV, at least not with the current design (better roach with incredible ability). A unit which is as massable as the ravager shouldn't have such an ability imo. Rest of the zerg changes are nice, even though corruptors still are boring as fuck, pls remove them and give zerg an interesting aa unit. Didn't play with terran much, but the herc seems to be gimmicky. Not sure about the cyclone yet. Can you build those as antiair for mech? Probably not i guess. Disruptors are fun, new oracle ability is fun, but toss still needs some more stability i think. So yeah, pretty nice overall, even though i don't agree with some stuff personally Remember when roaches were 1 supply ![]() Maybe now Ravagers will be more expensive, or have no attack damage, or smaller range or ability. Who knows. But I'd like to see them stay at tier1 with some nerfs. Zergs already have tons of units at lair. | ||
The_Red_Viper
19533 Posts
And as stated before i don't like the "better roach" part either, hehe, ravagers suck -.- | ||
Decendos
Germany1338 Posts
On December 09 2014 07:38 The_Red_Viper wrote: I actually would prefer it if the ability did no dmg at all and did something else instead (in addition to breaking forcefields) And as stated before i don't like the "better roach" part either, hehe, ravagers suck -.- ravagers are the only thing that lets Z deal with air deathballs. Z AA is so bad anyways and now P and T air gets even buffed...so yes Z need some sort of AoE AA buff. but would also like to see corruptors changed into something useful of an AA unit.... | ||
The_Red_Viper
19533 Posts
On December 09 2014 08:02 Decendos wrote: ravagers are the only thing that lets Z deal with air deathballs. Z AA is so bad anyways and now P and T air gets even buffed...so yes Z need some sort of AoE AA buff. but would also like to see corruptors changed into something useful of an AA unit.... That argumentation is irrelevant though. Ravagers being the solution to the problem you are stating doesn't mean that ravagers themselves are a "well designed unit". Swarmhosts are also needed in many cases. I mean i agree that zerg anti air is pretty bad overall (or at least VERY boring, mass corrupters, yay), but a tier one unit with spamable aoe dmg can't be the solution if you ask me :D If they wanna make the roaches better in the lategame, they should do that differently imo, some posters here have suggested better burrow mechanics for example. But don't make a unit which is good in pretty much any situation, which the ravager clearly is ![]() | ||
blade55555
United States17423 Posts
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The_Red_Viper
19533 Posts
On December 09 2014 08:10 blade55555 wrote: Ravagesare awesome and am iIright that in total they are a 3 supply unit?. Can'twait to use this unit and say f u fforceful every time. The funny part is that i think it is better to just spam on the enemy army with the ability instead of breaking the forcefields :D At least for the most part. | ||
Decendos
Germany1338 Posts
On December 09 2014 08:09 The_Red_Viper wrote: That argumentation is irrelevant though. Ravagers being the solution to the problem you are stating doesn't mean that ravagers themselves are a "well designed unit". Swarmhosts are also needed in many cases. I mean i agree that zerg anti air is pretty bad overall (or at least VERY boring, mass corrupters, yay), but a tier one unit with spamable aoe dmg can't be the solution if you ask me :D If they wanna make the roaches better in the lategame, they should do that differently imo, some posters here have suggested better burrow mechanics for example. But don't make a unit which is good in pretty much any situation, which the ravager clearly is ![]() tier 1? i thought it is lairtech? at least it should be lairtech. also mass corruptor is just bad and no good AA at all. with the nerf of the SH and the buff to T and P AA Z desperatly needs something to deal with lategame deathballs. so i like blizz introducing spacecontrol and AoE antideathballclumping units like the ravager and the lurker. imo they should now redesign the corruptor to some more interesting AA unit and redesign roaches and hydras to weaker 1 supply versions so Z could really attack all over the place like blizz intends for all races in LotV. | ||
Existor
Russian Federation4295 Posts
hydras to weaker 1 supply versions so Z could really attack all over the place like blizz intends for all races in LotV. Zergs can do it with current speedroaches, speedlings, ravagers (harass mineral line yay!), nydus, lurker drops, corruptor rush (slower but more tankier worker killers). | ||
archon256
United States363 Posts
On December 09 2014 08:24 The_Red_Viper wrote: The funny part is that i think it is better to just spam on the enemy army with the ability instead of breaking the forcefields :D At least for the most part. Yeah but they could do something like nerf the damage done to ground units, make them do no damage to structures and buff the damage done to air units. Then you'd build Ravagers as support units to break forcefields, and only mass them to bolster your Hydras for anti-air. | ||
Pontius Pirate
United States1557 Posts
On December 09 2014 10:33 archon256 wrote: Yeah but they could do something like nerf the damage done to ground units, make them do no damage to structures and buff the damage done to air units. Then you'd build Ravagers as support units to break forcefields, and only mass them to bolster your Hydras for anti-air. I wouldn't say no to buff to their anti-air damage, but as far as preventing them from being so massable, I think their standard attack needs to be changed to be much lower DPS, or be targeted DPS towards a certain specific unit type, perhaps armored. I see them as the potential savior of ZvZ, as a unit that can thoroughly put an end to mass Roach. Currently they do 16 damage to ground, at an attack period of 1.3, which is I believe 53% more DPS against all targets than the Roach. They should not be a total upgrade vs absolutely everything. A simple change would be to 8 + 8 armored, which would give them only around 75% as much DPS against light targets as the Roach, and would maintain their extreme effectiveness against armored targets who do not in return deal bonus damage to armored. The only changes I'd make to their ability would be to 1. increase the cooldown by a bit, and 2. make units that have taken damage from it not be able to take damage from more of their attacks for a certain length of time. This would make their attacks essentially unstackable, as are psionic storms for example, and reinforcing their role as a support unit, rather than a massable unit. | ||
MarlieChurphy
United States2063 Posts
Hydra/Lurker(corruptor) builds. http://drop.sc/390094 http://drop.sc/390095 And another FFA on that tarantula map. I think that map is a bit too big http://drop.sc/390096\ On the ravager discussion; I think they should be lair tech, possibly even upgrade at the roach warren, or morph the building like the lurker thing, although that seems a bit too harsh. After all they are essentially a seige unit like a tank, immortal, or whatever which all comes about teir 2 or greater for the other races. If that's not the design goal of them, Then keep them at t1 but change their power. As it is now, like others have mentioned they are essentially roaches with more hp, more speed, and an ability for 25/75 and 1 more supply (which is 100/100 (3) total from morph). To deal with that issue the ability either needs more drawbacks, or the unit needs to be weakened. Couple of suggestions for that. 1) Make it slower, and less hp. Maybe like speed 2, 90 hp. They regen after all. 2) Remove it's auto attack all together. 3) Make the ability cost mana (15-25) and cap their mana at 45-50. Essentially 2-3 casts max per fight. But not too susceptible to feedback. (this is more of a hard nerf for early game and a soft nerf late game) 4) Force the ravager to channel the ability longer. EG; tanks have to seige, lurkers have to burrow. To compensate for this, perhaps an obvious animation where it does a little shimmy or like half burrow, then fires instantly. This way the enemy can still see it happening and dodge, only they will have to use intuition and luck to dodge with a high percentage of success or simply pull back completely and then come back in. 5) Force the ravager to have a 'broken' cooldown immediately after casting where it can't do anything or is severely slowed. IE; it will cast it's ability as it is now, then it will have a couple seconds where it's stunned in place, or has movement speed decreased by 2 or something. 6) They have 6 range and 1.3 attack speed, compared to a roach's 4 and 2. Perhaps reducing that would be beneficial as well. | ||
KeksX
Germany3634 Posts
I think the Ravager being so strong in the inital design is because of usual zerg AA being so goddamn weak. Hydras and Corruptors just don't cut it against P and T airballs. You need fungals and perfect engagements or else you'll eat shit, so Blizzard went on and made the ravagar a decent tanky AA unit to support the weak zerg AA. I'd prefer seeing the Hydra and Corruptor buffed and the Ravager being more of a "better Roach" that breaks forcefields instead of an almost completely new unit. Even though Ravagers are tanky, in most engagements against ground armies I've seen they are treated like another spellcaster due to their cost and ability, which is not what the Roach was at all. | ||
Ramiz1989
12124 Posts
First it should have higher cooldown, like 15 or 20 seconds, and second it needs to deal less damage, something like 20(+20 vs. armored). The reason behind this is that Ravagers should be units that are mostly used for breaking Force Fields, Static Defense and make the engagements for opponent difficult, they shouldn't be units that just destroy everything. I like their design, but I would hate it if the game turns into mass Ravagers against everything. | ||
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