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On January 16 2015 22:04 MarlieChurphy wrote:Show nested quote +On January 16 2015 21:40 Grumbels wrote: I think casting is a very difficult job, I've never seen a youtube caster or random stream commentator that could in any way live up to people like Artosis and such. I've often wondered about this, because you would think anyone with an engaging personality and skill at public speaking would be at least promising despite a possible lack of game knowledge or technical ability. But these people don't seem to exist, or at least, they don't decide to become SC2 commentators. I don't think it's as difficult as people make it seem. It's just that sc2 players are less likely to be charismatic or having the social and speaking skills along with all the other requirements. Your last sentence kinda sums it up. I'd cast stuff if I had a better PC. I'll be stepping into that brave new world myself, once I've saved up the money. I've got a co-caster lined up to start with me and everything. I'll finally be able to put my radio voice to use that my theater director back in high school was always nagging me about.
I could really go for the Immortals being altered in a way similar to OneGoal, with how they've kept their excellent bulk and been reduced in price, in exchange for a much lower vs armored bonus damage. I like the active shields ability, but maybe combine that with some stat tweaks.
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i just want to tell you guys that with the new LOTV sh details released by blizard 3 changes need to be made to the mod: 1)SH supply from 3>>4 2)SH flying locust upgrade from 120 sec>>160 sec 3) Add a swoop ability: "Swoop: Orders the Locust to land at the targeted location, allowing it to attack."
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Thanks wrj! We're on it
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On January 21 2015 22:20 wrj wrote: i just want to tell you guys that with the new LOTV sh details released by blizard 3 changes need to be made to the mod: 1)SH supply from 3>>4 2)SH flying locust upgrade from 120 sec>>160 sec 3) Add a swoop ability: "Swoop: Orders the Locust to land at the targeted location, allowing it to attack."
Erm, aren't these from HotS balance test map? They're not actually implemented yet I don't think?
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They're stats likely being used in the LotV build in Blizzard.
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I feel the changes are more adapted for hots economy and to test out the unit and whether people like the change (in terms of function)
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On January 22 2015 12:35 -Kyo- wrote:Show nested quote +On January 21 2015 22:20 wrj wrote: i just want to tell you guys that with the new LOTV sh details released by blizard 3 changes need to be made to the mod: 1)SH supply from 3>>4 2)SH flying locust upgrade from 120 sec>>160 sec 3) Add a swoop ability: "Swoop: Orders the Locust to land at the targeted location, allowing it to attack."
Erm, aren't these from HotS balance test map? They're not actually implemented yet I don't think?
Yea but obviously they are using it to test for the lotv game. I mean they wouldn't just make a bunch of changes to a game that would be irrelevant for the upcoming changes.
That'd be like patching or making a balance test map for WOL right now.
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On January 23 2015 04:16 MarlieChurphy wrote:Show nested quote +On January 22 2015 12:35 -Kyo- wrote:On January 21 2015 22:20 wrj wrote: i just want to tell you guys that with the new LOTV sh details released by blizard 3 changes need to be made to the mod: 1)SH supply from 3>>4 2)SH flying locust upgrade from 120 sec>>160 sec 3) Add a swoop ability: "Swoop: Orders the Locust to land at the targeted location, allowing it to attack."
Erm, aren't these from HotS balance test map? They're not actually implemented yet I don't think? Yea but obviously they are using it to test for the lotv game. I mean they wouldn't just make a bunch of changes to a game that would be irrelevant for the upcoming changes. That'd be like patching or making a balance test map for WOL right now. I agree. This is what Blizzard said: "we’ve already spent a lot of time on these changes internally". It obviously refers to the Swarm Host & Raven changes on their internal LotV versions.
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I may have an issue here. Seems like upgraded locusts doesn't attack, once they reach the ground. Anyone else experiencing the same trouble?
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If the economy remains unchanged, what do you think should be an optimal workers number for each race in the midgame ? Assuming maps aren't all Deadwings and you can't always hold 4 bases easily, your main mines out so quick you can't realistically hope to have optimal 3 bases saturation, so producing 60+ probes/SCVs or 80+ drones seems kinda pointless. What do you think ?
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On February 08 2015 08:10 [PkF] Wire wrote: If the economy remains unchanged, what do you think should be an optimal workers number for each race in the midgame ? Assuming maps aren't all Deadwings and you can't always hold 4 bases easily, your main mines out so quick you can't realistically hope to have optimal 3 bases saturation, so producing 60+ probes/SCVs or 80+ drones seems kinda pointless. What do you think ? 1 saturated base = 16 + 3x2 workers = 22 workers 3x saturated base = 22 x 3 worker = 66 workers
So ... what are you trying to say? In LotV you will even be more likly to be on 3 saturated bases because expanding is mandatory.
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On February 08 2015 08:35 bluQ wrote:Show nested quote +On February 08 2015 08:10 [PkF] Wire wrote: If the economy remains unchanged, what do you think should be an optimal workers number for each race in the midgame ? Assuming maps aren't all Deadwings and you can't always hold 4 bases easily, your main mines out so quick you can't realistically hope to have optimal 3 bases saturation, so producing 60+ probes/SCVs or 80+ drones seems kinda pointless. What do you think ? 1 saturated base = 16 + 3x2 workers = 22 workers 3x saturated base = 22 x 3 worker = 66 workers So ... what are you trying to say? In LotV you will even be more likly to be on 3 saturated bases because expanding is mandatory. Assuming you take your third around 8:00 (and that's already asking a lot, it's hard for P to hold 3 bases with few units in PvT for instance) your main low minerals will run out when your third finishes. So optimal saturation looks more like 12 (main minerals) + 2*16 (nat and third minerals) + 12 (gas probes) = 56 to me. I know it's not a big deal, but do you feel the same way ?
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On February 08 2015 08:45 [PkF] Wire wrote:So optimal saturation looks more like 12 (main minerals) + 2*16 (nat and third minerals) + 12 (gas probes) = 56 to me.
Why 12 in the main? After 1/2 of the main mines out, wouldn't the optimal saturation be 8?
I think it would instead be 14 in the main (8 on minerals, 6 on gas) + 22 in the natural (16 on minerals, 6 on gas) + between 16 and 22 on the 3rd (16 on minerals, no gas if it's earlier or double gas if it's later) for a total of between 52 and 58 (though almost guaranteed 58 once the third has been up a while).
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Thank you so much for all the work you guys have done.
sounds like there's new info coming out about blizzard's current lotv build soon can't wait to try those out.
The version I played doesn't require the cyclones upgrade to need armory; the Herc can be built without an armory just wanted to bring this to your attention.
The cyclone will auto use its special even if its not on auto cast
Its been so fun to play around with lotv mod thank you^3 so much fun
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Thank you for the mod, its great, questión, its hydralisks range upgrade removed in lotv exp? Beacause un the mod there is no upgrade availible
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On February 13 2015 19:25 elflois wrote: Thank you for the mod, its great, questión, its hydralisks range upgrade removed in lotv exp? Beacause un the mod there is no upgrade availible I think Hydralisks are meant to have it automatically now, but I'm not sure, it could be a bug. You can put your cursor over the attack upgrade icon when you have a Hydralisk selected and it will tell you the range of its attack.
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On February 13 2015 19:42 ZAiNs wrote:Show nested quote +On February 13 2015 19:25 elflois wrote: Thank you for the mod, its great, questión, its hydralisks range upgrade removed in lotv exp? Beacause un the mod there is no upgrade availible I think Hydralisks are meant to have it automatically now, but I'm not sure, it could be a bug. You can put your cursor over the attack upgrade icon when you have a Hydralisk selected and it will tell you the range of its attack.
Hydra speed and range is one upgrade i think.
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Default range its still 5, ill check if upgrading speed also affects range, that would be beautifull.
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any word on when an update to the mod might be coming? the cyclone is awesome but it seems to be glitchy, it will randomly stop using its special and fire on a new target
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hydra speed and range upgrades are combined.
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