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[UMS] Zillion Zerglings - Page 20

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 18 19 20 21 22 26 Next All
Sky]-[awk
Profile Joined December 2010
United States20 Posts
December 13 2010 18:16 GMT
#381
On December 14 2010 03:08 Vanished131 wrote:
Show nested quote +
On December 14 2010 03:07 DChen wrote:
firebats, and autohealing medivacs. oh shit Terrans again.


I know exactly how to fix this. Motherships will be able to be built out of a larva, and there are no tech requirements. They also only cost 50 minerals.

EDIT: They shoot battlecruisers that explode like banelings too.


roflmfao. If you can even make the game do something like that just for fun that would be amazing.
Vanished131
Profile Blog Joined October 2010
France311 Posts
December 13 2010 18:26 GMT
#382
Easily.
Sky]-[awk
Profile Joined December 2010
United States20 Posts
December 13 2010 19:56 GMT
#383
another glitch: Broodlords can attack teamates. still playing, friend accidentally got my factory to half hp before i realized what was happening.
Vanished131
Profile Blog Joined October 2010
France311 Posts
December 13 2010 20:01 GMT
#384
On December 14 2010 04:56 Sky]-[awk wrote:
another glitch: Broodlords can attack teamates. still playing, friend accidentally got my factory to half hp before i realized what was happening.


I can't stop stupidity.
DChen
Profile Joined December 2010
United States58 Posts
Last Edited: 2010-12-13 20:12:04
December 13 2010 20:11 GMT
#385
but you possibly could stop this:
Player griefing, especially vs zerg players. asshats landing/building directly ontop of larve. thats annoyance. oh well.

to the joke post, you should make battle cruisers cost 50 minerals and shoot out nukes at 0.23 attack speed lol.
Vanished131
Profile Blog Joined October 2010
France311 Posts
December 13 2010 20:12 GMT
#386
On December 14 2010 05:11 DChen wrote:
but you possibly could stop this:
Player griefing, especially vs zerg players. asshats landing/building directly ontop of larve. thats annoyance. oh well.


Select a hatchery, then press S. You can also highlight larva.
DChen
Profile Joined December 2010
United States58 Posts
Last Edited: 2010-12-13 20:25:04
December 13 2010 20:23 GMT
#387
they wont build is what im saying. if there is enough obstacles they are stuck in egg form.
and thanks for fixing Tom Sawyer =)

Nice note on cloacked units, how about burrowed? i know someo people would like the ambush part of this game. yelling "Surprise makes it not R@93".
Vanished131
Profile Blog Joined October 2010
France311 Posts
December 13 2010 20:24 GMT
#388
So you are saying you want a vote ban feature?
DChen
Profile Joined December 2010
United States58 Posts
Last Edited: 2010-12-13 20:45:21
December 13 2010 20:35 GMT
#389
vote ban is too much of a hassle. you can guess at the abuse a system like that can induce.

isnt there anyway to make zerg eggs not take up movement space so units will build under the building?

Funny glitch and i think its the game engine itself.

Building with zerg (so far) inside another structure that takes the drone, but it didnt actually build. it acknowledge the crawler building, took the 100 and never refunded afterwards. and i still had my drone saying its built the crawler. haha.

Ive also noticed workers can now showve thier way through units to go build, excellent!
Sky]-[awk
Profile Joined December 2010
United States20 Posts
December 13 2010 20:43 GMT
#390
I think he was really just complaining about trolls. Thanks for the trade feature! we were able to get almost to wave 7 of indigo b/c we could send our zerg friends minerals for broodlords to build aggro.
Sky]-[awk
Profile Joined December 2010
United States20 Posts
December 13 2010 20:54 GMT
#391
Is there anyway to allow past the 200 unit cap? I would really like to be able to stack bunkers of marines, but I can only do so many.... I know 200 marines is a lot too, but still! and firebats would be a most welcomed update.
DChen
Profile Joined December 2010
United States58 Posts
December 13 2010 20:57 GMT
#392
easily. let them die, and build more. you can breach the 200 cap if youve managed to play that long.
Sky]-[awk
Profile Joined December 2010
United States20 Posts
December 13 2010 21:07 GMT
#393
I never thought of that, but In my case it's not really possible since my barracks is destroyed along with my supply depots before they get into my bunkers, and later it becomes harder to create more units while trying to defend yourself when you need less than 200 units present to build more and the more units you have the longer it takes before there are few enough to create more. I think dr.depot talent should just remove any limit at all a.k.a. 9001 supply.
DChen
Profile Joined December 2010
United States58 Posts
December 13 2010 21:08 GMT
#394
lurkers still dont benefit from zerg upgrades. could you take a look into it or is it intended?
Slivered Skin
Profile Joined September 2010
Canada347 Posts
December 13 2010 21:42 GMT
#395
Oh dear, trade has been implemented? That makes me kind of sad. It'll make people even less responsible with how they use their resources now.

Would it be possible to have unburrowed spine crawlers burrow on other buildings? I've accidentally pressed R while stacked crawlers selected, only to be forced to spread them all over the creep in sub-optimal positions afterward. Sure, it was my fault, but still...would be nice to have.
Those most oft mated find love’s motive in a word: inebriated - Get well Violet!! And sC!! T_T
DChen
Profile Joined December 2010
United States58 Posts
Last Edited: 2010-12-13 21:50:15
December 13 2010 21:48 GMT
#396
thats asking too much, zerg is supposed to be bottom tier in this game and only fit for support role.. heh.

and units inside bunkers need to be applyed the round end heal as well.
Sky]-[awk
Profile Joined December 2010
United States20 Posts
December 13 2010 22:09 GMT
#397
doood I totally agree! stimpacks would be actually worth getting at that point! way to go on putting the Zerg where they belong. Zerg actually hinders the ability to get through green league because the zerglings regenerate faster on creep, aka they have like, 25 health and 40 armor vs only 17, which is about equivalent to like, 400 hp vs 250.
Marradron
Profile Blog Joined January 2009
Netherlands1586 Posts
December 13 2010 22:14 GMT
#398
On December 14 2010 07:09 Sky]-[awk wrote:
doood I totally agree! stimpacks would be actually worth getting at that point! way to go on putting the Zerg where they belong. Zerg actually hinders the ability to get through green league because the zerglings regenerate faster on creep, aka they have like, 25 health and 40 armor vs only 17, which is about equivalent to like, 400 hp vs 250.


ehh, zerg units dont regenerate faster on creep. Atleast not in the normal game, was this some edit ?. They just move faster.
DChen
Profile Joined December 2010
United States58 Posts
December 14 2010 00:11 GMT
#399
you and your goddamn pink wave after indigo. you sick bastard. as if 40 attack from indigo wasnt enough you make then rapid attack? sickening.
Vanished131
Profile Blog Joined October 2010
France311 Posts
Last Edited: 2010-12-14 02:02:01
December 14 2010 02:01 GMT
#400
It's violet by the way.
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