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On December 10 2010 06:17 Monxy wrote:Show nested quote +On December 10 2010 05:04 lalib wrote: I think there may be a bug with ghosts. I can use a ghost to nuke itself and nothing happens (which I like). But if I use one ghost to nuke another ghost, the second (non-nuking) ghost dies. Is this supposed to happen?
Also, is cloak supposed to work for the ghosts? The zerglings seem to have detection. They have received detection after everyone was making motherships and being invulnerable. In my opinion, zerglings should prefer attacking visible units so that ghosts and infestors would make some sense. Then after visible units are dead/invisible, zerglings would attack everything cloaked.
How many visible units have to die before they attack cloaked units? 50%? 10%?
It's nice to say, but the trouble is, you can't write an AI for it. It would be broken. I would just surround 9 marines with 20 dark templars.
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I let my allies take care of first round or two get planetary fortress, then a second one, then armor upgrade ghosts with nukes are useful too, since the nukes dont affect buildings
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With toss i was able to stack cannons under my nexus for an effective counter early on. Eventually though your lack of building armor catches up to you.
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On December 10 2010 11:45 Ghost-z wrote: With toss i was able to stack cannons under my nexus for an effective counter early on. Eventually though your lack of building armor catches up to you.
Is this a protoss fail? Or are you trolling my thread again?
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On December 10 2010 11:59 Vanished131 wrote:Show nested quote +On December 10 2010 11:45 Ghost-z wrote: With toss i was able to stack cannons under my nexus for an effective counter early on. Eventually though your lack of building armor catches up to you. Is this a protoss fail? Or are you trolling my thread again?
How is it a troll? It's a truth. Terran get building armour, zerg and protoss don't so their buildings get taken out easier
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On December 10 2010 13:47 Dakkas wrote:Show nested quote +On December 10 2010 11:59 Vanished131 wrote:On December 10 2010 11:45 Ghost-z wrote: With toss i was able to stack cannons under my nexus for an effective counter early on. Eventually though your lack of building armor catches up to you. Is this a protoss fail? Or are you trolling my thread again? How is it a troll? It's a truth. Terran get building armour, zerg and protoss don't so their buildings get taken out easier
The trolls have taken over! Oh my...
On a side note, the patch I said was out today is up for US
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What are you on about? How was he trolling? Was he posting incorrect information in anyway?
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Few things i have to say about the new map.. Woefully merciless for having noobs on your team. Woefully merciless for having leavers on your team. zerglings do an INSANE amount of damage real early on, making it more intense, yes, but also making it more frustrating when you have people that have no idea what they are doing, which in turn makes it less fun for everyone.
Guess i won't be playing pub games of this ever again, until its patched to be more pub-friendly. Personally this should be an option at the start of the game for people that WANT to play a harder difficulty. Should not be mandatory.
Thank you and have a nice day.
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Don't mean to be a jerk, but you went and made a good game suck, the update is horrible, I liked the game the way it was before but now it's just too damn hard. Not gonna be playing it anymore, I wonder if there's a correlation between the update and the fact that it dropped in popularity...
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On December 10 2010 15:07 CuZi wrote: Don't mean to be a jerk, but you went and made a good game suck, the update is horrible, I liked the game the way it was before but now it's just too damn hard. Not gonna be playing it anymore, I wonder if there's a correlation between the update and the fact that it dropped in popularity...
Gotta agree with this one actually. Blue level just seems impossible now... I can get past the first round but then I can't spend the money fast enough on buildings and place them. How am I sposed to build 25 rax and place them as well as reorganize units under my buildings in 1:30?, and I don't like the gas being needed for nearly everything forcing you to spend these extra tons of minerals on buildings
The idea of making levels and switching up what the lings do is cute but doesn't really make it a "zillion zerglings" imo. I'm sure this reduces lag and what have you but it is a totally different strat scenario and much less fun.
edt:
On December 07 2010 08:24 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. 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.
Maybe I shouldn't have left my opinion. Seems like you have trouble with negative feedback.
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On December 08 2010 10:28 Vanished131 wrote:
Relax, a number of people have posted issues that aren't even issues. No hostility was meant.
It's cool. Another issue kept slipping my mind. That other guy that posted was right about the brood lords. I don't know if their actual attack speed is too fast because too much is happening to tell. But they were definitely spawning too many broodlings. Way too many. Once you get 4-6 or so you can pretty much do whatever you want and be ok. I got the bright idea to use my overlords as baneling bombers...which was a cool idea in theory...but in practice there's too much lag and nowhere to land lol.
Don't know about the brood lords now. Haven't played new version.
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Planetary fortresses and Brood lords win this game.
My only problem is how long the rounds last. Once you go to auto-pilot and the rounds start lasting 20-30 minutes each, but you can't watch them because of the sheer number of zerglings and broodlings slow down your top of the line computer even when you have it on lowest settings... it just makes me want to quit and go do something else.
Also, Overlord drop levels take stupidly long amounts of time and frequently bug out. *Somebody* has to get a unit that can shoot air to clear them out so the zerglings start spawning again.
Map has potential, but needs a lot more work.
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New update jumps the difficulty way too drastically. From 35 hp and 5 dmg to 140 hp and 20 dmg, seems extremely ridiculous, especially considering how little minerals you get across that gap. x4 stats of lings >> x4 number of lings. At the very least, give some bonus minerals upon reaching a new color or something so we can make funnels for the PFs. Otherwise it's pretty much impossible to get past orange in a pub, especially for Zerg.
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Concerning the comments about the update, I know. I just had to put the system in place that created the frame for me to adjust the color leagues.
I will try to add difficulty selection at the start.
Hanners - The game is updated frequently, your opinion is no longer valid.
Acayex - Above. And if you are making PF, you are wasting 24 gas that could be spent on 3 bunkers and 12 marines.
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You need to stop postng in my thread.
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Hmmmm, i noticed that units are quite useless late game.
Some more changes i would make:
- Make standard gas regen faster. As it stands it's quite slow OR - Make units cost less gas. 2 gas per marine or 12 gas per bc is too much. - Do NOT allow buildings to be built INSIDE main structures (Nexus, etc.) - Make upgrades a bit cheaper, right now if you make a PF build or unit build you can't afford to spend your gas and such on upgrades - Decrease armor on overlords, THEY JUST WON'T DIE!!!!!!!!!!!!!!!!!!!! - Improve zerg and protoss building armor by 1 - Slightly decrease cost on banelings - Increase Broodlord cost - Do NOT allow people to destroy their own buildings, this exploiting with: 1. build pool, 2. upgrade to lair, 3. destroy pool for money (and the likes) next round is just not right
Some more fixes that might work. Will try to see if any more are necessary.
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Well, i'm sure vanquished plays his own map and knows what tricks people use and will take that into account when balancing.
I don't hate the new update, but if it would be possible to scale the zergling health/damage based on how many people are in the game, would make it more playable in pubs. Programming said function might be hard, i have no idea. It wouldn't have to work in real time at first, example.. you start the game with 3 people, damage/hps levels are set for 3 people. but perhaps later ( if you can find somebody to code it if you don't know how? perhaps? or you could learn? if you start with 6, and two leave, it would reset in realtime to health/damage levels of 4 people. (obviously removing all items/minerals said leavers had at the end of the round ( or resetting the countdown timer if people left between rounds).
Just an idea, don't kill me =D
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On November 13 2010 08:30 Vanished131 wrote:
I like to work on things at my leisure, so please be patient concerning improvements and fixes.
Getting upset at people in your thread and talking shit at them for pointing out bugs and gameplay problems that existed *yesterday* makes you a douche.
Keep telling people who are trying to give you feedback to stop posting in your thread. Whatever. I'm done with your BS attitude.
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On December 11 2010 04:02 themorningstar wrote:Show nested quote +On November 13 2010 08:30 Vanished131 wrote:
I like to work on things at my leisure, so please be patient concerning improvements and fixes.
Getting upset at people in your thread and talking shit at them for pointing out bugs and gameplay problems that existed *yesterday* makes you a douche. Keep telling people who are trying to give you feedback to stop posting in your thread. Whatever. I'm done with your BS attitude.
The broodlord issue has been mentioned numerous times in this thread. Are you angry because protoss really can upgrade plasma shields for their buildings?
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