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On December 07 2010 06:14 buffdoggy wrote: I was doing my Favourite tech.. PF with a funnel and it works well. just don't build center cause the un-borrowing rounds don't select attackers they select whichever is closest. I managed to solo 30,000 zerglings with this tech.
Secondly THERE IS A GLITCH I don't know if its the game or if its SC2's issue, but it only seems to happen on this map. During the map my comments become duplicated for no reasons what-so ever, and after the match it throws me in a blank screen where the menu's don't work, causing me to have to relog. Also somewhere around 12,000 points it removes your previous score and counts you a new one..
The duplicated comments were from a debug test I was performing, they have no effect on the game.
The blank screen after the match is battle.nets problem, not mine.
Q reset all the scores on Europe today with the update.
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Hi
Just wanted to let you know that protoss has a major imbalance. I played you map 5 times now and found 2 bugs. Don't know if somebody already told you about these.
Terran: Salvage bunker while in a level will get you 100% minirals back + an additional 100 at the end of that level because you "lost" the builing in that level.
Protoss: This one is quite of a huge bug. Hallucination research does cost 100/100 but its still imba. All hallucinations made are spawned as real units the next level because it thinks you lost that unit.
Hope this was of any help
Cypriser
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On December 07 2010 06:43 Cypriser wrote: Hi
Just wanted to let you know that protoss has a major imbalance. I played you map 5 times now and found 2 bugs. Don't know if somebody already told you about these.
Terran: Salvage bunker while in a level will get you 100% minirals back + an additional 100 at the end of that level because you "lost" the builing in that level.
Protoss: This one is quite of a huge bug. Hallucination research does cost 100/100 but its still imba. All hallucinations made are spawned as real units the next level because it thinks you lost that unit.
Hope this was of any help
Cypriser
Very helpful, thank you. Although, the bunker issue should have been fixed. And Hullicination should only cost 100/2
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Lurker Den can be built, but lurkers cannot. And lurker den takes full morph time unlike any other buildings.
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On December 07 2010 07:32 Jlad wrote: Lurker Den can be built, but lurkers cannot. And lurker den takes full morph time unlike any other buildings.
What? Who put in lurker dens? Lol...
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Not sure if I'd argue for or against their presence. Zerg is kind of weak to the point people yell and scream if you choose it. Then again, since cloak does nothing lurker is basically a way more expensive hellion that requires hive tech and three shots lings instead of two. Two shotting takes two range weapon upgrades...at which point they become hellions with longer range (9 with seismic spines upgrade) and a slower attack (3.08 vs hellion's 2.5).
So...one spawning pool, lair, hive, hydralisk den, lurker den, evolution chamber, seismic range upgrade, and two range upgrades later...zerg gets a competitive unit. I'm not even sure it's viable. Are you refunded hive/lair upgrade cost if a hive dies? I think destroying that is the first thing I'd do. That's one hugely expensive wall.
Then again, on the other hand...looking at above costs I'm not even sure it would be worth it. If it's not, people would go for it anyway. Making pug games even less stream-lined than they already are.
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Don'T forget the creep bonus for the other zergies.
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Just stack a bunch of planetary fortresses on top of each other and the zerglings will never ever reach you.
Got to 30,000 then got bored.
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On December 07 2010 07:58 KevinIX wrote: Just stack a bunch of planetary fortresses on top of each other and the zerglings will never ever reach you.
Got to 30,000 then got bored.
Is this single player? Can someone support this?
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On December 07 2010 08:06 Vanished131 wrote:Show nested quote +On December 07 2010 07:58 KevinIX wrote: Just stack a bunch of planetary fortresses on top of each other and the zerglings will never ever reach you.
Got to 30,000 then got bored. Is this single player? Can someone support this?
Yes it's single player. No, it's wrong. 30,000 is when that strategy is overwhelmed.
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On December 07 2010 07:58 KevinIX wrote: Just stack a bunch of planetary fortresses on top of each other and the zerglings will never ever reach you.
Got to 30,000 then got bored.
Yeah thanks for spamming my thread. When I wake up in the morning, my only hope is for my thread to be full of losers who don't bother to read the original post or think they have a winning strategy.
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Voting to skip prep round doesn't work in single player.
Been testing zerg to try to come up with more viable strategies. Completely goes against this logic, but bugs are no good. Banelings say they cost 50. They even require you to have 50 minerals. But when you actually morph them it only costs 12.
Creep spread speed is a little slow and makes building a ring kind of annoying since you have to wait. Thoughts on this: fofa2000's logic is sound in that creep is actually a hindrance as it speeds up the enemy. Annoys partners. On the other hand, faster zerglings mean they die faster which means more efficiency bonus. Possible solutions is make creep spread faster or make it so hatcheries don't spread it and buildings (and queens? creep tumors?) don't need it. If choosing second option recommend overlords still retaining the ability to spread creep. Gives player the choice. This isn't as big an issue as the first two notes. Moreso thoughts so far. Could always just cover the whole map in creep and say "screw you, dead people." 
Any thoughts on lurker post?
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On December 07 2010 08:53 Jlad wrote:Voting to skip prep round doesn't work in single player. Been testing zerg to try to come up with more viable strategies. Completely goes against this logic, but bugs are no good. Banelings say they cost 50. They even require you to have 50 minerals. But when you actually morph them it only costs 12. Creep spread speed is a little slow and makes building a ring kind of annoying since you have to wait. Thoughts on this: fofa2000's logic is sound in that creep is actually a hindrance as it speeds up the enemy. Annoys partners. On the other hand, faster zerglings mean they die faster which means more efficiency bonus. Possible solutions is make creep spread faster or make it so hatcheries don't spread it and buildings (and queens? creep tumors?) don't need it. If choosing second option recommend overlords still retaining the ability to spread creep. Gives player the choice. This isn't as big an issue as the first two notes. Moreso thoughts so far. Could always just cover the whole map in creep and say "screw you, dead people."  Any thoughts on lurker post?
You want me to add lurkers? If I did that, then I would add medics and firebats.
Covering the whole map in creep would be my preference.
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It's the general consensus that zerg aren't useful. Lurkers would basically give them a tier 3 unit that's roughly equivalent to a tier 2 terran unit. They're somewhat degraded here as they get their damage bonus vs armored. After the 2 ranged attack upgrades and 1 range upgrade they become slightly more powerful because the range of 9 vs hellion's 5 probably makes up for the slower attack (3.08 vs 2.5) and damage decrease (since both two shot at that point...though with mixed units hellions soften the pack more than lurkers do). I can't find any data on the width of attack.
However to get to this point the cost requires 1575 in buildings and 800 in upgrades vs 575 in buildings and 300 in upgrades (This assumes non-necessity of command center, add 400 optionally). Then it's 300 minerals 3 supply per lurker vs 100 minerals 2 supply hellion. That's quite a cost increase for +4 range, -0.58 attack speed and -5 damage. Since range is the only bonus, seismic spines range upgrade must be included if they were added (upgrades 6 to 9).
So, yeah, it might help zerg better balance with the terran/protoss counterparts, but it hardly warrants the inclusion of firebats as a counterbalance.
That said, neglecting zerg entirely and looking solely at terran: firebats probably would be awesome for this map. My concern here would be the infinite stacking of bunkers might lead to firebats trivializing the scenario. They'd definitely be a lot of fun if they didn't make it horribly easy.
At that point, though, you might as well take the other races out of the game.
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Registered just to comment about this map.
First, thanks for making it, it's a good bit of fun!
My one issue; the overlord drop waves take forever! I'm playing solo and currently leaving my PC running in the midst of the 159200 wave. I have a marine heavy build and since this wave is pretty light in volume, the marines actually kill a lot of the overlords thus slowing down the rate of clear for these kinds of waves.
The counter goes up at about 5 zerglings a second, varying a good deal but it's a rough enough estimate. With about 30k zerglings left to kill in the wave that's 100 minutes. This wave was around 96-98k if I recall right, 300 minutes to clear!
Lastly, the pulse waves make me sad 
A simple fix might be to raise overlord HP to a couple thousand. If you can bump their armor up further it would help too.
Thanks again for the fun map!
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During a 3 hour long game, me (T) and my 3 teammates (TTP) managed to last to about wave 14 or 15, (150,000) where the overlords have 15 armor. Terrans all built PFs, one stacked PFs, one had Banshees, and I had hellions. Protoss had collossii. Hellions and collossii could survive normal levels outside the wall no problem, but once the overlords came, we had to go back to save the wall.
If we plugged the whole in our donut wall, we could've lasted forever, but it simply went too slow. Also plugging the middle up with barracks (causing overlords to drop lings outside the wall) would cause some error with unitdeath2 or close to it and the wave would go incredibly slow. When our PF stacker left, his buildings disappeared. Is this Working As Intended?
Could you somehow make the overlords have the Hercules's insta-drop ability? That way it would move along a bit faster. Dropping 50,000 lings in total 1 at a time per ovie simply drags.
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Surprised someone even managed to spend 9hours on this map in a game o.O
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On December 07 2010 08:53 Jlad wrote:Voting to skip prep round doesn't work in single player. Been testing zerg to try to come up with more viable strategies. Completely goes against this logic, but bugs are no good. Banelings say they cost 50. They even require you to have 50 minerals. But when you actually morph them it only costs 12. Creep spread speed is a little slow and makes building a ring kind of annoying since you have to wait. Thoughts on this: fofa2000's logic is sound in that creep is actually a hindrance as it speeds up the enemy. Annoys partners. On the other hand, faster zerglings mean they die faster which means more efficiency bonus. Possible solutions is make creep spread faster or make it so hatcheries don't spread it and buildings (and queens? creep tumors?) don't need it. If choosing second option recommend overlords still retaining the ability to spread creep. Gives player the choice. This isn't as big an issue as the first two notes. Moreso thoughts so far. Could always just cover the whole map in creep and say "screw you, dead people."  Any thoughts on lurker post?
I'm aware the of the single player issue.
I'm surprised the game still works that far into it. Lol!
I am going to change the system soon; and when I do, there will no longer be any levels that exceed 2,000 zerglings.
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Are medivecs suppose to auto heal their target? I tried using a single medavec and it seems like you need to manually press the heal hotkey and target the unit. Is this a bug?
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