[A] HotS Custom - Page 14
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Conquerer67
United States605 Posts
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gulden
Germany205 Posts
not sure, if it's fixed in the new version, but when I select a HotS unit, it's name is "Button/Unit/<Name>" | ||
YRUSirius
4 Posts
Maybe there is a way both hotkeys could coexist? Make the attack for buildings a new attack ability just like the old ability but with another name? So that the attack ability of the building can have it's own hotkey, the normal attack ability (which nearly every unit has - production buildings don't have the attack ability in WoL) can have the "a" hotkey and unit production facilities can have their "a" hotkey? -YRUSirius | ||
Leargle
United States173 Posts
From what we know about the replicant, it is for sure 4 food. Also, based on what Day[9] said, it's build time was "fairly quick." On the oracle, entomb was never shown as covering more than 5 mineral patches, and in the current mod it covers all 8. The tempest is 6 food, fitting with the capital ship role. Here's just some opinions/thoughts from a masters player... 1. Warhound feels too weak, too expensive. If it does fit in with the golaith-like role, 150/100 would make more sense for cost than 200/150. Also, it's ground dps is significantly lower than that of an unsieged tank. This, to me, is completely illogical. More expensive, lower general use. The attack feels like it needs to be closer to 1.0-1.05. 2. Baneling burrow move is definitely too fast. In your chart it says it's 1.5, but when I played against it, splitting worked exactly the same as it does with normal speed banes. I believe it's move speed scales similarly to how the roach and infesotrs' burrow moves do. 3. Shredder build time might be slightly too fast. Would guess closer to 35. Aside from that, great mod! Balance is shaky, but that isn't really your fault ^^ | ||
monkh
United Kingdom568 Posts
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Asday
United Kingdom388 Posts
There are NO fucking hotkeys. This is REALLY simple to just implement from the start of the map, why isn't it there? All the names 'n' things are just references. Shredders give you 25 75 when they undeploy. Swarm hosts need to be below roaches, lings, everything, etc., in the selected unit list thing, because you can't a-move a control group with swarm hosts in them, without first tabbing. EDIT: Oh yeah, other people are saying it too, but Adrenal's gone for no reason, and banelings are too fast underground. Burrowed banelings do not benefit from the speed upgrade. User was warned for this post | ||
darglein
Germany89 Posts
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ThisGS
Germany255 Posts
On November 04 2011 07:13 darglein wrote: i think the thor is 8 supply. because its a kind of mothership, even more expensive and mothershop has already 8. mothership was 6 | ||
birdkicker
United States752 Posts
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RastaMonsta
304 Posts
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darglein
Germany89 Posts
liquipedia says 8 :D | ||
domovoi
United States1478 Posts
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. Sorry for not getting to this sooner, and I noticed you changed the AoE in the most recent patch. It was definitely possible and fairly easy to hit all 8 patches. So, it should be just enough to cover all 8 patches, not much bigger than that. Whoever filmed the demo video was a noob. :p | ||
Hider
Denmark9341 Posts
On November 02 2011 23:40 XenoX101 wrote: New Patch up! Lots of new things such as Arc Shield no longer working on Pylons & Assimilators, Preordain now working fully and Entomb being reworked with minerals now being attackable. I have written an explanation for some of the big changes on reddit but will cross-post the text here if you're interested along with the patch notes. See below. Patch Notes 0.87 - Preordain works properly on all except hatcheries due to larva use - Preordain no longer gives full vision and is no longer permanent - Arc Shield no longer works on pylons and assimilators - Recall now just like the mothership (nearly instant) - Entomb slightly reworked - Entomb now has 4 AoE range (still uncertain as to exact range, but think that it doesnt cover all minerals) - Entomb mineral blocks are owned by player casting them (give slight vision) - Entombed minerals no longer disappear from minimap - Thor damage now displays correctly, is affected by upgrades - Infernal preigniter now affects battle hellions - Blinding cloud fixed to affect all players - Now all playable 2v2 - MULE now has timed life on replication - Arc Shield and Recall hotkeys now S and R respectively - Phase Shift on gas now blocks mining - Phase Shift on turrets, cannons, spine&spore now stops weapons - Warhound now costs 150/75 - Shredder now costs 150/150 - Swarm Host now 40s build time - Swarm Host now regenerates cooldown when unburrowed - Burrowed Banelings no longer benefit from centrifugal hooks - Battle hellions are now light + Show Spoiler + The most notable is that Arc Shield no longer works on pylons or assimilators, early game arc shield rushes were seen as game-breaking by a number of people and Blizzard have stated that they didn't intend for the ability to be used offensively, so I concluded that this would be the best course of action. Secondly Entomb now casts barriers under that person's control and has 1 less AoE. The control change means they can be attack moved by any unit of the opponent's. This was apparently the real way it functioned at BlizzCon, despite the drones never attacking the minerals in the teaser videos (which is what led me to believe they were neutral). The AoE change is to be more consistent with the teaser that shows slightly less than all 8 minerals blocked Thirdly Preordain now works against all buildings except for hatcheries due to their larva, with 3 range as I was recently told its range is quite short. However I also believe there may be some balance issues with having full view of a hatcheries' production cycle for 2 minutes. It also no longer provides vision of anything but the building itself and times out appropriately when the preordain finishes. But the biggest thing about this change is that with this spell done the map has 100% of the abilities and units from the teaser in the game. This means that the 'only' updates that need to be made are balance-related with the values that we don't know for sure. Here is a current spreadsheet on how similar the current unit stats are to the real HotS ![]() Someone stated that the range of battle hellions were 4, which I think is pretyt accurate (its most likely not 2.5). In the video from blizzcon the battle hellions aren't attack moving (I think). They are being moved closer to the targets to increase their line (splash) damage. | ||
avilo
United States4100 Posts
Might wanna fix the battle hellion up more in this mod too, blue flame didn't affect it b4 (guess u fixed that tho?) and it's not supposed to be armored. That defeats the point of having hellions with mech, as blink stalkers would get bonus damage against them, as well as immortals, etc. Keep it light. | ||
avilo
United States4100 Posts
On November 02 2011 10:44 XenoX101 wrote: 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). 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. If blizzard keeps the battle hellion, they're going to keep it light trust me. Otherwise it makes no sense because it takes extra damage from things like blink stalkers, which are one of the things that absolutely rapes mech. It's supposed to be a light unit, as it would also take extra damage from immortals if it were armored...which makes mech pointless.. The entire point of the battle hellion is to make mech more viable, not make it pointless, so yes, it's supposed to remain a light unit. | ||
Azera
3800 Posts
On November 02 2011 21:42 Existor wrote: Is it real, that Speedralisk (hydra wih speed) and Roanelings (banes with burrowed while moving, like Roaches) are available after Hive? Yes. | ||
SheffiTB
Canada223 Posts
mothership was 8. | ||
SheffiTB
Canada223 Posts
On November 04 2011 11:14 avilo wrote: Eh, so looks like you are also doing some balance adjustments as well to the units. Might help give blizzard current feedback on these units some, but you might as well remove the shredder from the game. 150/150 no one will ever build them, they were already terrible in the first place (contrary to forum warriors whining). Might wanna fix the battle hellion up more in this mod too, blue flame didn't affect it b4 (guess u fixed that tho?) and it's not supposed to be armored. That defeats the point of having hellions with mech, as blink stalkers would get bonus damage against them, as well as immortals, etc. Keep it light. He's not doing balance adjustments, only making it as accurate as possible. At blizzcon the shredder was 150/150. | ||
ElusoryX
Singapore2047 Posts
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Roblin
Sweden948 Posts
On November 04 2011 11:09 Hider wrote: Someone stated that the range of battle hellions were 4, which I think is pretyt accurate (its most likely not 2.5). In the video from blizzcon the battle hellions aren't attack moving (I think). They are being moved closer to the targets to increase their line (splash) damage. incorrect, in blizzard videos there is never ever any micro involved which is not necessary to display the point. I can guarantee you that after those hellions had been placed in the correct spot they just stood there and waited for the protoss army. | ||
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