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[A] HotS Custom - Page 17

Forum Index > SC2 Maps & Custom Games
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Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
November 05 2011 20:00 GMT
#321
But why are the battle helions melee range?


Your can clearly see from the video that they have atleast 3 range.


Also why do warhounds take a shit load of time to prepare their attack?


You can clearly see from the video that they shoot instantly when they have range on the target.
epicanthic
Profile Joined July 2011
Hong Kong295 Posts
November 05 2011 20:06 GMT
#322
There seems to be an issue where replicating a shredder results in no damage being dealt at all by the replicated one.

Really great custom though, thanks for all the work put into it!
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2011-11-05 20:26:28
November 05 2011 20:18 GMT
#323
first quick testing on zerg units.. based on what I played at Blizzcon:
viper moves too fast, you can get an idea of their move speed from the blizzcon demo video. locusts (spawned from swarm hosts) are also too fast. probably their speed was 2.25, the default speed (zealots, roaches, marines, all w/o upgrades move at this speed). once again the video shows their speed. also for some reason swarm hosts have about a 3 or so ingame second animation for making a locust, rather than spawning them instantly after burrowing (same with after the 25 second cooldown, it has to go through the animation). i believe swarm hosts moved a bit slower as well, also shown in the video (youtube.com/watch?v=qOrHnvRIu1A)

also, Binding Cloud's area of effect is too large, it felt like the size of Fungal growth
this is assuming that the game speed at blizzcon was set to Faster
ModeratorBlame yourself or God
Bobster
Profile Joined January 2011
Germany3075 Posts
November 06 2011 03:17 GMT
#324
Who made the custom models for this? Pretty good work.

I see a lot of people liking these Warhounds better than the official model. >_>
Demacry
Profile Blog Joined April 2011
United States27 Posts
November 06 2011 05:07 GMT
#325
On November 05 2011 15:44 emc wrote:
Show nested quote +
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.


fuck it, I think he should balance it because it's going to be changed anyways. Might as well see how it would turn out if it was community balanced. There are clearly things that need to change and I commend the creator for attempting this mod, if he thinks things should change (which they should) then power to him, it's his project.

While I agree that it's interesting to see the blizzcon HotS, I can't say that it's very fun with the amount of bullshit in it. Maybe we can get a blizzcon version and a community balanced version?

But you shouldn't be using this mod as a way to practice for HotS because it's ALL going to change in the beta. Even if you managed to practice 1000 build orders and got something perfect, the beta will change constantly and those build orders will be ruined one way or the other. So don't get too worked up about it or believe that this mod should be a perfect representation of blizzcon hots because it's not worth practicing for just yet.


Im not saying he shouldnt balance it but think about those custom maps with balance suggestions from the community. Most of them are about as broken as the "Alpha Roach" was (with its 1 supply cost, super healing while unburrowed, and buffed attack). Im not gonna lie, I can whine and moan about certain balance changes as much as the next guy but when you step back and take a look at the big picture blizzard has done an admirable job of taking three factions with absurdly different tactics, functions and play styles and making them more or less equal.

Right now I feel like the "balanced" tempest has become something of an alpha roach in its own right, especially against late game zerg. To many times have I attempted to break the toss' deathball using brood lords, ultras, corruptor, and infestor flanked by innumerable roaches only to have 4-5 tempest decimate my corruptors and broodlords and the stalker/zealot/collo ball kill everything else. Essentially the only time I can win in a ZvP in this custom is when I can take the protoss out before the late game. Once toss gets his third though, if I cant break it right away then it's essentially game over in his favor.

And Im not talking measly corruptor numbers either; Im talking 25 corruptors attacking 4-5 tempest and losing. Even in a straight up fight with little to no stalker support, 25 corruptors vs 5 tempests will take a huge beating, often winning the battle but resulting in a fleet of orange and red health, which can quickly fall to a small group of blink stalkers. I havent even dared to try a muta play against a protoss with a stargate yet.

While I can safely say some of that splash damage is coming from my less than perfect control I also find that the tempest's increase attack and rate of fire has a much larger affect than I feel is balanced. Against vikings, tempests will absolutely decimate a terran with anything less than above average control. One mistake can cost a terran his fleet and then it becomes a battle of terran bio vs normal deathball.

Void Rays were already fragile so theyre definitely no good, and tempest vs tempest is akin to baneling vs baneling, it all comes down to the clutch of the moment micro.

Aside from the swarm host's haphazard spawn time, my biggest complaint is definitely the tempest, as it takes the few things that allowed the other races to fight off a deathball and makes them null. I just want to be able to play against them with the blizzcon settings so I can really see how much of a difference they'll make in the beta. Im not so worried about the actual release of the game (I know there are going to be a ton of changes) but I would like to know a little bit if blizzard is generous enough to let me into the beta.
"Creativity comes from constraint; sometimes we forget we play this game to have fun." -Day[9]
Demacry
Profile Blog Joined April 2011
United States27 Posts
November 06 2011 05:10 GMT
#326
On November 06 2011 05:18 Zelniq wrote:
first quick testing on zerg units.. based on what I played at Blizzcon:
viper moves too fast, you can get an idea of their move speed from the blizzcon demo video. locusts (spawned from swarm hosts) are also too fast. probably their speed was 2.25, the default speed (zealots, roaches, marines, all w/o upgrades move at this speed). once again the video shows their speed. also for some reason swarm hosts have about a 3 or so ingame second animation for making a locust, rather than spawning them instantly after burrowing (same with after the 25 second cooldown, it has to go through the animation). i believe swarm hosts moved a bit slower as well, also shown in the video (youtube.com/watch?v=qOrHnvRIu1A)

also, Binding Cloud's area of effect is too large, it felt like the size of Fungal growth
this is assuming that the game speed at blizzcon was set to Faster


All the games at blizzcon were set to Normal Im pretty sure. It may have been Fast but I know it definitely wasnt Faster speed.
"Creativity comes from constraint; sometimes we forget we play this game to have fun." -Day[9]
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2011-11-06 10:51:15
November 06 2011 10:49 GMT
#327
Hey guys new patch is up on SEA and AM (EU hopefully tomorrow), thanks again for all the feedback, it's much appreciated. The replicant no longer replicates 3/3 upgrades but instead it replicates the upgrades of the other opponent except for in PvP for a number of reasons I won't get into here, essentially too hard to code and if done simply would be imbalanced as it would give your own units upgrades. The shredder now does damage more accurately so it should deal with small amounts of units the same way it did in the BlizzCon preview, 10 lings no longer beats a shredder, the model has also been improved to look better, I didn't realise how bad the original one looked with the red shit splurting out as I play on Low. Battle Hellions now function almost the same way they did in the teaser, that is they have 2.5 range with 2.5 AoE, however if you want to get close you'll need to normal move forward like hellions, it won't move forward for you because this is not possible with the current engine unless the range is lowered (which would be inaccurate). A few zerg units have had their stats changed after Zelniq's feedback above, I actually did hear some of this before but wasn't certain about it, so this confirmation enabled me to make these changes. Hope you guys enjoy it . EU upload should be up later today but no promises sadly, I will try to see what's going on with the hotkey ordeal since some have been mentioning hotkeys are still not working there.

Patch Notes 1.1
- Shredder now deals more accurate damage (was slightly weak)
- Shredder Radiation & Radiation Impact models changed
- Replicant now only copies researched weapon & armor upgrades, doesn't copy protoss upgrades
- Warhound now fires its weapon instantly
- Battle Hellion now has 2.5 range and deals 2.5 range AoE from itself similar to hellion
- Thor's Bombardment now correctly deals 200 (+300 to buildings) Aoe damage over 12 seconds
- Locust speed lowered from 2.39 to 2.25
- Viper speed lowered from 3.0 to 2.75
- Swarm Host speed lowered to from 2.25 to 2
- Blinding Cloud AoE lowered from 2.5 to 2.0 (same as fungal)
MrF
Profile Joined October 2011
United States320 Posts
November 06 2011 16:32 GMT
#328
cool, was fun to play good work
HunterXHunter is awesome
Gyro_SC2
Profile Joined November 2010
Canada540 Posts
Last Edited: 2011-11-06 16:45:28
November 06 2011 16:35 GMT
#329

On the US server.
In taldarim(1.35) all the icon and model are broken.
kaosie1219
Profile Joined November 2011
Taiwan1 Post
November 06 2011 17:31 GMT
#330
This map is so good,however it can not be found in TW/Korea server.

Can you upload it to TW server? m( _ _ )m
Cruncher93
Profile Joined September 2010
Germany28 Posts
November 06 2011 18:35 GMT
#331
Corruptor siphon ability only allows one corruptor per building, is this intentional?
TKHawkins
Profile Joined October 2011
United States103 Posts
November 06 2011 18:39 GMT
#332
Thank you so much for this map.

Random bug, Shredder attacks do not cause the "are under attack" notification. I found out once when looking in my main wondering, "where did all my SCVs go?" and then saw 2 shredders. Doh. Obviously the more subtle attack animation is an improvement, but without any attack notification these things are a bit too hard to spot.

Having played it a bit, I can safely say I won't be buying HotS if it remains like it is. Obviously beta is beta. But even if the units were balanced perfectly and build orders were figured out, I just don't feel like the new units are "fun" (difficult to objectify and explain really) to use. You can't fix bad design with balance. The viper's reverse dark swarm is the only thing in this game that really feels right.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
November 06 2011 19:06 GMT
#333
On November 07 2011 03:39 TKHawkins wrote:
Thank you so much for this map.

Random bug, Shredder attacks do not cause the "are under attack" notification. I found out once when looking in my main wondering, "where did all my SCVs go?" and then saw 2 shredders. Doh. Obviously the more subtle attack animation is an improvement, but without any attack notification these things are a bit too hard to spot.

Having played it a bit, I can safely say I won't be buying HotS if it remains like it is. Obviously beta is beta. But even if the units were balanced perfectly and build orders were figured out, I just don't feel like the new units are "fun" (difficult to objectify and explain really) to use. You can't fix bad design with balance. The viper's reverse dark swarm is the only thing in this game that really feels right.

This is not a beta. These units and their stats are first view gave to us by Blizzard. You can be sure that by beta things will be different enough for sure. I am certain at least one of the new units will not make it.
TKHawkins
Profile Joined October 2011
United States103 Posts
November 06 2011 19:22 GMT
#334
On November 07 2011 04:06 -Archangel- wrote:
Show nested quote +
On November 07 2011 03:39 TKHawkins wrote:
Thank you so much for this map.

Random bug, Shredder attacks do not cause the "are under attack" notification. I found out once when looking in my main wondering, "where did all my SCVs go?" and then saw 2 shredders. Doh. Obviously the more subtle attack animation is an improvement, but without any attack notification these things are a bit too hard to spot.

Having played it a bit, I can safely say I won't be buying HotS if it remains like it is. Obviously beta is beta. But even if the units were balanced perfectly and build orders were figured out, I just don't feel like the new units are "fun" (difficult to objectify and explain really) to use. You can't fix bad design with balance. The viper's reverse dark swarm is the only thing in this game that really feels right.

This is not a beta. These units and their stats are first view gave to us by Blizzard. You can be sure that by beta things will be different enough for sure. I am certain at least one of the new units will not make it.


I know it's not literally a beta.
Hider
Profile Blog Joined May 2010
Denmark9408 Posts
November 06 2011 19:24 GMT
#335
Any diamond + players wanna play a few games?
Ballistixz
Profile Joined January 2010
United States1269 Posts
Last Edited: 2011-11-06 19:58:37
November 06 2011 19:58 GMT
#336
why are u making ur own balance changes to HoTS units? just leave them like blizz has them and just fix the glitches and bugs......
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2011-11-06 20:06:50
November 06 2011 20:06 GMT
#337
On November 07 2011 04:58 Ballistixz wrote:
why are u making ur own balance changes to HoTS units? just leave them like blizz has them and just fix the glitches and bugs......


For the umpteenth time I am not making any balance changes, any changes that you see are as a result of new information people have given me about HotS.

I should really put a disclaimer on the loading screen as the amount of people who haven't comprehended this is quite astounding.
Perseverance
Profile Joined February 2010
Japan2800 Posts
November 06 2011 20:34 GMT
#338
swarmhost seems really stupid

Hopefully blizzard changes it before release

/twocents
<3 Moonbattles
Dizmaul
Profile Joined March 2010
United States831 Posts
November 06 2011 20:49 GMT
#339
On November 07 2011 05:06 XenoX101 wrote:
Show nested quote +
On November 07 2011 04:58 Ballistixz wrote:
why are u making ur own balance changes to HoTS units? just leave them like blizz has them and just fix the glitches and bugs......


For the umpteenth time I am not making any balance changes, any changes that you see are as a result of new information people have given me about HotS.

I should really put a disclaimer on the loading screen as the amount of people who haven't comprehended this is quite astounding.


Haha the next time someone asks that they are officially a troll.
It is what it is
Gladiator6
Profile Joined June 2010
Sweden7024 Posts
November 06 2011 21:44 GMT
#340
Only thing I'm curious about is the hotkeys for all units, when are we going to get these fixed?
Flying, sOs, free, Light, Soulkey & ZerO
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