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[A] HotS Custom - Page 16

Forum Index > SC2 Maps & Custom Games
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Prev 1 14 15 16 17 18 85 Next
XenoX101
Profile Joined February 2011
Australia729 Posts
November 05 2011 07:45 GMT
#301
On November 05 2011 13:09 Demacry wrote:
While I very much appreciate the enormous amount of effort going into this project I have to ask why are you deviating from the known stats of the units. As far as I know blizz hasnt announced any changes to the units shown at blizzcon so why are things like the tempest's rate of fire changed to be faster and the swarm host's spawn every 30 seconds instead of 15.

I can appreciate trying to balance the game in your own customs but do you think you could have a set of maps where the stats are going to be the same as used in the initial beta? Id rather not get to comfortable or distant with some of the units if their stats are going to be dramatically different once teh beta is open.

As negative as this comment is I really also want to just add how thankful I am for all of your efforts. I cant begin to imagine the amount of time and dedication youve given to this so thank you very much.


Once again I assure you I haven't taken any liberties in balance, these are all interpretations from the videos and information gathered from people who play tested it at BlizzCon. The swarm host's spawn is every 25 seconds in the real HotS and the Tempest attack speed change was because of some information I gathered from someone about HotS. The only balance change I've made is changing Arc Shield to not add a cannon to Assimilators & Pylons, and thats because it was breaking the game and ruining people's ability to play past the early game, and inconsistent with Browder's idea that Arc shield was not meant to be an offensive spell.
XenoX101
Profile Joined February 2011
Australia729 Posts
November 05 2011 08:24 GMT
#302
New patch coming up, and with this the map version becomes 1.0. All existing bugs have been fixed save for one, the viper's egg showing a zergling. Hope you enjoy it and let me know if you find any more bugs! Also this version will be uploaded to EU promptly.

Patch Notes 1.0
- Arc Shield now also works during unit production
- Ultralisk charge no longer bugs up with buildings
- Ultralisk charge no longer works up or down cliffs
- Swarm Host trigger error fixed
SolidZeal
Profile Joined October 2010
United States393 Posts
November 05 2011 08:39 GMT
#303
On November 05 2011 17:24 XenoX101 wrote:
New patch coming up, and with this the map version becomes 1.0. All existing bugs have been fixed save for one, the viper's egg showing a zergling. Hope you enjoy it and let me know if you find any more bugs! Also this version will be uploaded to EU promptly.

Patch Notes 1.0
- Arc Shield now also works during unit production
- Ultralisk charge no longer bugs up with buildings
- Ultralisk charge no longer works up or down cliffs
- Swarm Host trigger error fixed


Thanks XenoX101, this mod is awesome and so are you. HotS has been fun to play.
In the clearing stands a boxer and a figher by his trade
XenoX101
Profile Joined February 2011
Australia729 Posts
November 05 2011 09:14 GMT
#304
Ok latest update should be up on EU now.
gulden
Profile Joined July 2010
Germany205 Posts
November 05 2011 11:02 GMT
#305
On November 05 2011 18:14 XenoX101 wrote:
Ok latest update should be up on EU now.

Thanks a lot man! You really did a great job!
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2011-11-05 11:54:41
November 05 2011 11:31 GMT
#306
- Viper morphing icon is still zegrling, instead old model of Corruptor/Broodlord
- isn't Viper a detector? And doesn't he loses detection, when he uses Ocular Parasite?
- aren't replacated units "copy" original upgrades, instead simply 3-3 ? I mean, if original had 1-2 upgrades, so replicated must do have same?
Zorgaz
Profile Joined June 2010
Sweden2951 Posts
Last Edited: 2011-11-05 11:37:49
November 05 2011 11:37 GMT
#307
On November 05 2011 18:14 XenoX101 wrote:
Ok latest update should be up on EU now.


Sweet man! Thanks for the good job!

Btw when a Replicant replicates say a scv and the scv builds a barracks the units that are built will spawn with 3/3. Don't know if it's intentional but it's a little OP ^^.

Same if you replicate say a banshee, not only will it have 3/3 and cloak (Which is intended i know) but also if your scv build a star port all air-units will spawn with 3/3 ^^

Btw is there anywhere i can download the map?

To test units against eachother...


Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
ETisME
Profile Blog Joined April 2011
12683 Posts
Last Edited: 2011-11-05 11:42:29
November 05 2011 11:38 GMT
#308
omg thank you so much for this, I just tried out a game with my fd and damn, ended up an hour with lots of fun :D

and about replica units, as far as I know, they should not have maxed upgrades but have the ability that it has (even if it is not researched)
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
November 05 2011 11:59 GMT
#309
On November 05 2011 20:38 ETisME wrote:
omg thank you so much for this, I just tried out a game with my fd and damn, ended up an hour with lots of fun :D

and about replica units, as far as I know, they should not have maxed upgrades but have the ability that it has (even if it is not researched)

This is true. Blizzard said replicator unlocks special abilities, not gives maxed upgrades.
XenoX101
Profile Joined February 2011
Australia729 Posts
November 05 2011 12:03 GMT
#310
On November 05 2011 20:59 -Archangel- wrote:
Show nested quote +
On November 05 2011 20:38 ETisME wrote:
omg thank you so much for this, I just tried out a game with my fd and damn, ended up an hour with lots of fun :D

and about replica units, as far as I know, they should not have maxed upgrades but have the ability that it has (even if it is not researched)

This is true. Blizzard said replicator unlocks special abilities, not gives maxed upgrades.


The reasoning behind this is that in a mid-late to end game scenario you will be replicating units with upgrades, so if the replicated unit has no upgrades then replicating non-spellcasters for 200/200 would be useless. It must be that the replicated unit gains upgrades. I might make it that the unit gains the weapon/armor upgrades of the opponent but if it were no other upgrades there would be no point to replicating for an unupgraded unit if it wasn't a spellcaster.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
November 05 2011 12:42 GMT
#311
On November 05 2011 21:03 XenoX101 wrote:
Show nested quote +
On November 05 2011 20:59 -Archangel- wrote:
On November 05 2011 20:38 ETisME wrote:
omg thank you so much for this, I just tried out a game with my fd and damn, ended up an hour with lots of fun :D

and about replica units, as far as I know, they should not have maxed upgrades but have the ability that it has (even if it is not researched)

This is true. Blizzard said replicator unlocks special abilities, not gives maxed upgrades.


The reasoning behind this is that in a mid-late to end game scenario you will be replicating units with upgrades, so if the replicated unit has no upgrades then replicating non-spellcasters for 200/200 would be useless. It must be that the replicated unit gains upgrades. I might make it that the unit gains the weapon/armor upgrades of the opponent but if it were no other upgrades there would be no point to replicating for an unupgraded unit if it wasn't a spellcaster.

I thought you made this map to replicate (pun intended) blizzard units, not change it the way you like it.

Replicating upgrades of stolen units would be a good thing, but 3/3 always is just bad.
[17]Purple
Profile Joined October 2011
United Kingdom3489 Posts
November 05 2011 12:48 GMT
#312
I don't understand why the Ocular Implant is only a single cast spell, it seems very detrimental for zerg to spend 200 gas everytime they lose their detector. The unit, i believe, is also not comparable to the Terran's Raven primarily due to Scans available for Terran Race.

Would it really be imbalanced if a Viper could cast Ocular Impants more than once? I don't think so since their other spells are very very valuble for engagements. Also I heard that Ocular Impants could be casted more than once, I don't really remember where but never heard it being a one time cast from anyone.
"Turn Disadvantages into Disadvantages" and "Collect Telephones". The secrets of Chinese success.
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2011-11-05 13:59:51
November 05 2011 13:59 GMT
#313
On November 05 2011 21:48 [17]Purple wrote:
I don't understand why the Ocular Implant is only a single cast spell, it seems very detrimental for zerg to spend 200 gas everytime they lose their detector. The unit, i believe, is also not comparable to the Terran's Raven primarily due to Scans available for Terran Race.

Would it really be imbalanced if a Viper could cast Ocular Impants more than once? I don't think so since their other spells are very very valuble for engagements. Also I heard that Ocular Impants could be casted more than once, I don't really remember where but never heard it being a one time cast from anyone.


It was noted by a few sources that it is only single cast, and seeing as its only 50 energy and provides a permanent observer it seems appropriate.

On November 05 2011 20:37 Zorgaz wrote:

Btw when a Replicant replicates say a scv and the scv builds a barracks the units that are built will spawn with 3/3. Don't know if it's intentional but it's a little OP ^^.



Yes this is why I initially had workers unreplicatable. But in the next patch (which will likely be a while's coming due to exams) I'll try to get replicants to replicate the upgrade levels of your opponent rather than giving you flat out 3/3 so this will be more balanced.
gulden
Profile Joined July 2010
Germany205 Posts
November 05 2011 14:00 GMT
#314
- exploding animation of the warhound/goliath looks strange. I think it changes size a second before it explodes
- the visual wave animation of the shredder is so fast, I nearly got an epileptic seizure
Soleron
Profile Blog Joined September 2010
United Kingdom1324 Posts
November 05 2011 16:07 GMT
#315
Arc shield no longer works on pylons and assimilators, is this intentional?

It worked in patch 0.5 and the Blizzcon demo allowed it.
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2011-11-05 16:20:58
November 05 2011 16:17 GMT
#316
On November 05 2011 23:00 gulden wrote:
- exploding animation of the warhound/goliath looks strange. I think it changes size a second before it explodes
- the visual wave animation of the shredder is so fast, I nearly got an epileptic seizure


Oh shit I'm sorry, I didn't realise it could have that affect on people, I'll fix that next patch.

On November 06 2011 01:07 Soleron wrote:
Arc shield no longer works on pylons and assimilators, is this intentional?

It worked in patch 0.5 and the Blizzcon demo allowed it.


Yes it's intentional because it was preventing people from playing the game, forcing people to blind counter or lose to Arc shield rushes. Blizzard also stated they didn't want Arc shield to be used offensively so this change is in line with that statement.

On November 05 2011 21:42 -Archangel- wrote:
Show nested quote +
On November 05 2011 21:03 XenoX101 wrote:
On November 05 2011 20:59 -Archangel- wrote:
On November 05 2011 20:38 ETisME wrote:
omg thank you so much for this, I just tried out a game with my fd and damn, ended up an hour with lots of fun :D

and about replica units, as far as I know, they should not have maxed upgrades but have the ability that it has (even if it is not researched)

This is true. Blizzard said replicator unlocks special abilities, not gives maxed upgrades.


The reasoning behind this is that in a mid-late to end game scenario you will be replicating units with upgrades, so if the replicated unit has no upgrades then replicating non-spellcasters for 200/200 would be useless. It must be that the replicated unit gains upgrades. I might make it that the unit gains the weapon/armor upgrades of the opponent but if it were no other upgrades there would be no point to replicating for an unupgraded unit if it wasn't a spellcaster.

I thought you made this map to replicate (pun intended) blizzard units, not change it the way you like it.

Replicating upgrades of stolen units would be a good thing, but 3/3 always is just bad.


I am not changing it the way I like, as I clearly said it doesn't make any sense for replicants to not also replicate upgrades because they would be severly underpowered in the mid-to-late game, I assuming that Blizzard aren't morons and know this and therefore make replicants replicate upgrades. I will change it in the next patch however so that it is not an instant 3/3, but for the 5000th time I am not trying to balance the game in any way and honestly it is getting on my nerves that people keep assuming this when I am explaining my decisions.
kedarking
Profile Joined August 2011
Netherlands98 Posts
November 05 2011 16:57 GMT
#317
The warhound/goliath death animation is a bit bugged, before it dies it becomes larger which makes the explosion pretty enormous.
"There's nothing more awesome, than being proud of the things you love." The most inspirational man I've ever known, also knon as Day[J]
Cruncher93
Profile Joined September 2010
Germany28 Posts
November 05 2011 18:29 GMT
#318
There is some sort of bug with the shredder.
10 deployed shredder loose to 4 +1 attack zealots with doing no to very little damage... I thought they do 20 dps -> 5 damage every 0.25 sec?

And the new thor is supposed to do 60x2 I thought, but not sure on that one.

Played EU version 1.0
diyano
Profile Joined February 2011
2 Posts
November 05 2011 18:58 GMT
#319
5 shredder cant beat 10 zergling, I am sure there's something wrong......
and under grand baneling move speed is 2.95, too fast, should be half of its speed just like roach .
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
November 05 2011 19:39 GMT
#320
On November 06 2011 03:58 diyano wrote:
5 shredder cant beat 10 zergling, I am sure there's something wrong......
and under grand baneling move speed is 2.95, too fast, should be half of its speed just like roach .

Also it would be great if you can change the multiselect priority of burrowed banelings so they are not first when you have them selected with other units as you lose the option to attack move with all forces. You need to Tab and then a+click each time you select units in this combination.
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