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[A] HotS Custom - Page 12

Forum Index > SC2 Maps & Custom Games
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Prev 1 10 11 12 13 14 85 Next
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
November 01 2011 23:10 GMT
#221
There is just no way the battle hellion can have 2.5 range. Its absolutely impossible to use. I think its true range is like 3.5. Perhaps 3.
Zombo Joe
Profile Joined May 2010
Canada850 Posts
November 01 2011 23:23 GMT
#222
Is 1 Warhound supposed to die to 2 Zealots?
I am Terranfying.
meatybacon
Profile Joined April 2011
United States36 Posts
November 01 2011 23:32 GMT
#223
upgrades don't work on new units...great job on the rest though...
meathole
Profile Joined February 2011
3 Posts
November 01 2011 23:33 GMT
#224
The hotkey for recall is C.

So is chrono-boost.

Can't use hotkey for recall...
BinxyBrown
Profile Joined December 2010
United States230 Posts
November 02 2011 00:19 GMT
#225
Thanks for making this man, I tried to play as Zerg on shak and the vipers pull ability wasnt working properly, I'm assuming I didnt load the right map and it was a bad copy cat.

Banelings are like Ice Climbers if they grab you... your dead.
Panzerfaust7
Profile Joined May 2011
United States38 Posts
November 02 2011 00:38 GMT
#226
this mod totaly sucks dont waste ur time on it. the assimilator is a cannon. yea. so they gas steal you and a cannon kills all your drones. this game sucks big time
If you don't try to save one life, you will never save any.
Soulish
Profile Joined April 2010
Canada1403 Posts
November 02 2011 00:51 GMT
#227
On November 02 2011 09:38 Panzerfaust7 wrote:
this mod totaly sucks dont waste ur time on it. the assimilator is a cannon. yea. so they gas steal you and a cannon kills all your drones. this game sucks big time

I lold
me all in, he drone drone drone, me win
avilo
Profile Blog Joined November 2007
United States4100 Posts
November 02 2011 00:51 GMT
#228
Battle hellions are not supposed to change to armored in battle hellion form. Blizzard never said they changed armor type, so i'd keep them light.

And also, just remove the arc shield thing from this or put it on twilight tech or some shit, because it's fundamentally broken even with gateway pre-req, and people actually wanna try out the game without dying in less than 2 minutes (even faster than a 6 pool you can die to this thing lol).
Sup
domovoi
Profile Joined August 2010
United States1478 Posts
Last Edited: 2011-11-02 01:30:14
November 02 2011 01:29 GMT
#229
I don't know how you implemented entomb in this mod (haven't had time to test it), but some of the comments are describing it wrong.

The shields do not have shared hp. They should each have 75 hp.

If you entomb all patches, your workers will go idle. I believe, but I'm not certain, they will try going to any available patch, so if you entomb all but one, they will all move to that remaining patch.

Workers will not automatically attack the shields, because workers do not autoattack in general. However, other units will automatically attack.

Source: tested it at blizzcon.
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2011-11-02 01:53:15
November 02 2011 01:44 GMT
#230
On November 02 2011 09:51 avilo wrote:
Battle hellions are not supposed to change to armored in battle hellion form. Blizzard never said they changed armor type, so i'd keep them light.

And also, just remove the arc shield thing from this or put it on twilight tech or some shit, because it's fundamentally broken even with gateway pre-req, and people actually wanna try out the game without dying in less than 2 minutes (even faster than a 6 pool you can die to this thing lol).


I don't think it makes much sense that the Battle Hellion wouldn't be armored, since it gains those physical shields, has more health and is meant to be sturdier. I would be very surprised if Blizzard didn't make this have any armor or be an armored unit, but if anyone can confirm whether it is armored or light that would be the best.

As for arc shield, I haven't yet seen this issue occur but this is something I may take the liberty to change outside of the existing HotS balance if I can see conclusive evidence that assimilator rushes can't be stopped without blind countering. I would probably change it to core tech though rather than twilight since its closer to Blizzard's balance and is in line with what seems to be its purpose of early game defense (it can stop numerous early game rushes etc).

On November 02 2011 10:29 domovoi wrote:
I don't know how you implemented entomb in this mod (haven't had time to test it), but some of the comments are describing it wrong.

The shields do not have shared hp. They should each have 75 hp.

If you entomb all patches, your workers will go idle. I believe, but I'm not certain, they will try going to any available patch, so if you entomb all but one, they will all move to that remaining patch.

Workers will not automatically attack the shields, because workers do not autoattack in general. However, other units will automatically attack.

Source: tested it at blizzcon.


Thanks for this, this is what I've heard and this is what it looks so I'm glad you are able to confirm this further.

I'm curious though as to what the actual AoE was in the test however, one person said it covered all mineral patches but I'm not too sure since the HotS preview shows it missing 3 mineral patches. However Browder said it would cost the player around 500 minerals, which means it must cover more than the 5 that were shown since each mineral gives 100 minerals per minute yet entomb only lasts 45 seconds, meaning a full entomb with 5 minerals would only cost them 375 minerals not 500. I think it might cover 7 minerals with a 4 AoE range because that equates to 525 minerals lost (700 * 0.45) if the opponent does nothing about it, but it would be great to have some confirmation on this.
MaV_gGSC
Profile Blog Joined November 2010
Canada1345 Posts
November 02 2011 02:59 GMT
#231
Best custom map i've played >D
Life's good :D
Godplant
Profile Joined November 2011
1 Post
November 02 2011 06:12 GMT
#232
Hey man. Good work. I think the arc shield should be nerfed to not be able to use it on pylons or assimilators. It is just too overpowered in its current state. I know cuz I've been using it a lot and win a lot cuz of it. Only time I lose is when it is used on me by a better player. Thanks for your time.
Silidons
Profile Blog Joined September 2010
United States2813 Posts
November 02 2011 06:16 GMT
#233
why is entomb not just 1 big shield? its supposed to have 70 total hp. also it ur workers don't auto go back to mining after you kill the shield....very annoying (at least as terran they don't auto go back)
"God fights on the side with the best artillery." - Napoleon Bonaparte
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2011-11-02 06:20:16
November 02 2011 06:19 GMT
#234
On November 02 2011 10:44 XenoX101 wrote:
Show nested quote +
On November 02 2011 09:51 avilo wrote:
Battle hellions are not supposed to change to armored in battle hellion form. Blizzard never said they changed armor type, so i'd keep them light.

And also, just remove the arc shield thing from this or put it on twilight tech or some shit, because it's fundamentally broken even with gateway pre-req, and people actually wanna try out the game without dying in less than 2 minutes (even faster than a 6 pool you can die to this thing lol).


I don't think it makes much sense that the Battle Hellion wouldn't be armored, since it gains those physical shields, has more health and is meant to be sturdier. I would be very surprised if Blizzard didn't make this have any armor or be an armored unit, but if anyone can confirm whether it is armored or light that would be the best.

As for arc shield, I haven't yet seen this issue occur but this is something I may take the liberty to change outside of the existing HotS balance if I can see conclusive evidence that assimilator rushes can't be stopped without blind countering. I would probably change it to core tech though rather than twilight since its closer to Blizzard's balance and is in line with what seems to be its purpose of early game defense (it can stop numerous early game rushes etc).

Show nested quote +
On November 02 2011 10:29 domovoi wrote:
I don't know how you implemented entomb in this mod (haven't had time to test it), but some of the comments are describing it wrong.

The shields do not have shared hp. They should each have 75 hp.

If you entomb all patches, your workers will go idle. I believe, but I'm not certain, they will try going to any available patch, so if you entomb all but one, they will all move to that remaining patch.

Workers will not automatically attack the shields, because workers do not autoattack in general. However, other units will automatically attack.

Source: tested it at blizzcon.


Thanks for this, this is what I've heard and this is what it looks so I'm glad you are able to confirm this further.

I'm curious though as to what the actual AoE was in the test however, one person said it covered all mineral patches but I'm not too sure since the HotS preview shows it missing 3 mineral patches. However Browder said it would cost the player around 500 minerals, which means it must cover more than the 5 that were shown since each mineral gives 100 minerals per minute yet entomb only lasts 45 seconds, meaning a full entomb with 5 minerals would only cost them 375 minerals not 500. I think it might cover 7 minerals with a 4 AoE range because that equates to 525 minerals lost (700 * 0.45) if the opponent does nothing about it, but it would be great to have some confirmation on this.


The unit is not supposed to be armored, because then it dies even easier to things like stalkers/immortals. It's supposed to remain light as far as the developers have shown so far, so it needs to be changed back to light in this.

Also I thought the oracle's forcefields over minerals could be attacked. Whoever is making this needs to not make balance changes, they should just try to emulate as close to possible what blizzard has shown so far (except in extreme cases like arc shield which makes every game pointless).
Sup
avilo
Profile Blog Joined November 2007
United States4100 Posts
November 02 2011 06:36 GMT
#235
gj with mod, i think blizzard will most likely scrap a lot of these units tbh
Sup
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2011-11-02 07:07:10
November 02 2011 07:06 GMT
#236
On November 02 2011 09:38 Panzerfaust7 wrote:
this mod totaly sucks dont waste ur time on it. the assimilator is a cannon. yea. so they gas steal you and a cannon kills all your drones. this game sucks big time

Requires a gateway to cast, or at least it did at blizzcon afaik
Administrator~ Spirit will set you free ~
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2011-11-02 07:38:30
November 02 2011 07:26 GMT
#237
On November 02 2011 15:19 avilo wrote:
Show nested quote +
On November 02 2011 10:44 XenoX101 wrote:
On November 02 2011 09:51 avilo wrote:
Battle hellions are not supposed to change to armored in battle hellion form. Blizzard never said they changed armor type, so i'd keep them light.

And also, just remove the arc shield thing from this or put it on twilight tech or some shit, because it's fundamentally broken even with gateway pre-req, and people actually wanna try out the game without dying in less than 2 minutes (even faster than a 6 pool you can die to this thing lol).


I don't think it makes much sense that the Battle Hellion wouldn't be armored, since it gains those physical shields, has more health and is meant to be sturdier. I would be very surprised if Blizzard didn't make this have any armor or be an armored unit, but if anyone can confirm whether it is armored or light that would be the best.

As for arc shield, I haven't yet seen this issue occur but this is something I may take the liberty to change outside of the existing HotS balance if I can see conclusive evidence that assimilator rushes can't be stopped without blind countering. I would probably change it to core tech though rather than twilight since its closer to Blizzard's balance and is in line with what seems to be its purpose of early game defense (it can stop numerous early game rushes etc).

On November 02 2011 10:29 domovoi wrote:
I don't know how you implemented entomb in this mod (haven't had time to test it), but some of the comments are describing it wrong.

The shields do not have shared hp. They should each have 75 hp.

If you entomb all patches, your workers will go idle. I believe, but I'm not certain, they will try going to any available patch, so if you entomb all but one, they will all move to that remaining patch.

Workers will not automatically attack the shields, because workers do not autoattack in general. However, other units will automatically attack.

Source: tested it at blizzcon.


Thanks for this, this is what I've heard and this is what it looks so I'm glad you are able to confirm this further.

I'm curious though as to what the actual AoE was in the test however, one person said it covered all mineral patches but I'm not too sure since the HotS preview shows it missing 3 mineral patches. However Browder said it would cost the player around 500 minerals, which means it must cover more than the 5 that were shown since each mineral gives 100 minerals per minute yet entomb only lasts 45 seconds, meaning a full entomb with 5 minerals would only cost them 375 minerals not 500. I think it might cover 7 minerals with a 4 AoE range because that equates to 525 minerals lost (700 * 0.45) if the opponent does nothing about it, but it would be great to have some confirmation on this.


The unit is not supposed to be armored, because then it dies even easier to things like stalkers/immortals. It's supposed to remain light as far as the developers have shown so far, so it needs to be changed back to light in this.

Also I thought the oracle's forcefields over minerals could be attacked. Whoever is making this needs to not make balance changes, they should just try to emulate as close to possible what blizzard has shown so far (except in extreme cases like arc shield which makes every game pointless).


Ok that makes senses as far as not being armored, I'll change it back to light. As for the second point I'm afraid you've misunderstood me completely, I am not trying to make balance changes to the map at all, I am simply trying to emulate the real thing as much as possible and if I make a mistake it is misunderstanding or interpretation not personal input. The forcefields can be attacked but I didn't realise they were meant to be auto-attackable since that wasn't shown in the preview, but I will change this in the next patch. I will also alter arc shield to not work on pylons or assimilators at least for the time being, though this may be reverted in the future.


Cruncher93
Profile Joined September 2010
Germany28 Posts
November 02 2011 09:48 GMT
#238
Tested out your mod on the EU server.
Here are a few thoughts:
*Battle hellions only have melee range, but according to Blizzards preview they have 4 (reduced from 5)
*Not sure about this, but can battle hellions really change back? I thought it`s a one way transformation
*Rally point from the swarm host doesn`t work correctly, rallying to a building lets the locusts move to the buildung but then attack units around it instead of the building itself (I think this is fixed in a patch for the NA version?)
*Entomb sometimes won`t work, also the shields have 75 HP each as far as I know
*Ultralisk burrow charge has to be casted for each ultralisk, in your mod there is an autocast

Other than that it`s really good, keep up the work!
ozzymoto
Profile Joined September 2010
108 Posts
November 02 2011 09:59 GMT
#239
On November 02 2011 09:38 Panzerfaust7 wrote:
this mod totaly sucks dont waste ur time on it. the assimilator is a cannon. yea. so they gas steal you and a cannon kills all your drones. this game sucks big time



this dude is either trolling or has no idea what this mod is which makes me lol so hard =))
dehydrogenaza
Profile Joined October 2011
Poland122 Posts
November 02 2011 11:04 GMT
#240
On November 02 2011 18:59 ozzymoto wrote:
Show nested quote +
On November 02 2011 09:38 Panzerfaust7 wrote:
this mod totaly sucks dont waste ur time on it. the assimilator is a cannon. yea. so they gas steal you and a cannon kills all your drones. this game sucks big time



this dude is either trolling or has no idea what this mod is which makes me lol so hard =))

Or maybe he just knows what he is talking about.
+ Show Spoiler +
trollolo, kidding


But seriously, great work. It's so good that it'll probably make me play SC2 again (Customs only though)!
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