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[A] HotS Custom - Page 18

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 16 17 18 19 20 85 Next
Existor
Profile Joined July 2010
Russian Federation4295 Posts
November 06 2011 22:01 GMT
#341
On November 07 2011 06:44 eYeball wrote:
Only thing I'm curious about is the hotkeys for all units, when are we going to get these fixed?

When you will use Grid hotkey scheme
JamesJohansen
Profile Joined September 2010
United States213 Posts
November 06 2011 22:14 GMT
#342
Good idea to make this into a mod, you did a damn good job on the units too.

A few things I noticed
-Should replicators be flying? I thought they were ground units
-Shredder death animation makes their wreckage really big for some reason
-Abduct ability is somewhat buggy (doesn't pull units all the way sometimes) but I'm guessing there isn't much you can do about this

Balance wise, Oracles seem insanely powerful contrary to all the bitching. Swarm hosts are surprisingly good but still crappy in concept. Digging the hydra speed and the baneling burrow, I honestly don't see too many balance issues with them either since they'll come along extremely late in the game.

Thanks for the mod
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
November 07 2011 05:36 GMT
#343
Thanks for the map
been playing it all weekend

I just wanted to say that swarm hosts are freaking strong
with 120 hp, they basically live forever until their time expires
I actually have no idea what a terran would do to stop infestor/swarmhost combo, it's quite ridiculous.

Seems like if HotS is released as is, Terrans would be the worst race.
My....how the mighty has fallen.
moo...for DRG
Caligula_II
Profile Joined November 2011
United States5 Posts
November 07 2011 06:22 GMT
#344
Played this for the first time today.

Conclusions: The sentry is OP.
ETisME
Profile Blog Joined April 2011
12888 Posts
November 07 2011 06:35 GMT
#345
On November 07 2011 14:36 neoghaleon55 wrote:
Thanks for the map
been playing it all weekend

I just wanted to say that swarm hosts are freaking strong
with 120 hp, they basically live forever until their time expires
I actually have no idea what a terran would do to stop infestor/swarmhost combo, it's quite ridiculous.

Seems like if HotS is released as is, Terrans would be the worst race.
My....how the mighty has fallen.

most likely drops, I am actually not too sure how am I supposed to defend against drops if I went heavy swarm hosts. (sure I can peel off some lings to deal with it but it is even worse than infestor heavy style, so immobile)
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
greglee
Profile Joined November 2011
1 Post
November 07 2011 07:14 GMT
#346
Can someone upload the maps to a downloadable format here? I want to be able to play offline with SC2AllinOne. The map looks super fun, HD played each race and swarm locusts look epic fun.
crown77
Profile Joined February 2011
United States157 Posts
November 07 2011 08:49 GMT
#347
from the bottom of my nerd heart.... Thank you this is the coolest thing... EVER HAHAH sOoOO MUCH AWESOME thank you thank you
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
November 07 2011 11:10 GMT
#348
On November 07 2011 14:36 neoghaleon55 wrote:
Thanks for the map
been playing it all weekend

I just wanted to say that swarm hosts are freaking strong
with 120 hp, they basically live forever until their time expires
I actually have no idea what a terran would do to stop infestor/swarmhost combo, it's quite ridiculous.

Seems like if HotS is released as is, Terrans would be the worst race.
My....how the mighty has fallen.

Banshee? Ghost for infestors? Marauders to snipe swarm hosts? Time the attack between waves of locusts?
Hati
Profile Joined July 2010
France15 Posts
Last Edited: 2011-11-07 12:50:40
November 07 2011 12:47 GMT
#349
The Viper should have 10+ range, we can clearly see a range superior to colossus on the videos.
And the locust spawned from the swarm host should be a little bit slower, i think they actually move too fast.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
November 07 2011 13:25 GMT
#350
Well, Swarm Hosts should have their rally point reset each time they unburrow. It is irritating to babysit them even after burrowing them.
lightsentry
Profile Joined May 2011
413 Posts
November 07 2011 16:31 GMT
#351
i feel like mass tempest is really cost efficient against any air except for maybe vikings. the splash is really big ><
Blacklizard
Profile Joined May 2007
United States1194 Posts
November 07 2011 16:42 GMT
#352
On November 07 2011 07:14 JamesJohansen wrote:
Good idea to make this into a mod, you did a damn good job on the units too.

A few things I noticed
-Should replicators be flying? I thought they were ground units
-Shredder death animation makes their wreckage really big for some reason
-Abduct ability is somewhat buggy (doesn't pull units all the way sometimes) but I'm guessing there isn't much you can do about this

Balance wise, Oracles seem insanely powerful contrary to all the bitching. Swarm hosts are surprisingly good but still crappy in concept. Digging the hydra speed and the baneling burrow, I honestly don't see too many balance issues with them either since they'll come along extremely late in the game.

Thanks for the mod


Needed fixes from version 1.1:

-Abduction definitely has range 10+ in the blizzcon videos.
-Oracles should only cast entomb on 5(?) minerals max, not 7 - 8. Also, I workers shouldn't just go idle if there is a mineral patch open still. This makes Oracles actually more of a pain than they were at Blizzcon by far.

Much thanks, the quick updates are making the maps very playable.
hiro protagonist
Profile Joined January 2009
1294 Posts
November 07 2011 22:21 GMT
#353
After trying out each race, i can safely say this:

I. Can. Not. Wait. For. HotS.

Thank you so much for doing this! you made my weekend!
"I guess if you climb enough off-widths, one of these days, your gonna get your knee stuck and shit your pants. Its just an odds thing really" -Jason Kruk
moskonia
Profile Joined January 2011
Israel1448 Posts
Last Edited: 2011-11-08 01:04:10
November 08 2011 00:44 GMT
#354
Please some more maps, If you could maybe make a 2v2 map and / or 1 FFA map it would be nice since my friends and I like to play all together when we do those games (even though antiga and tal'darim make decent FFA maps, and meta' and shakuras are okish 2v2 maps).

Anyways baneling borrow movement is just not cool, 1 game i had like 38 swarm hosts and they all died to banelings that came without even a shade on the ground to warn me...

About the swarm host, it is the best unit ever! such a cool way to siege places, totally zergish!

Oh and I think battle hellions is a bit weak, I don't know why but it is just so weak, the health boost is so small that you better just kite stuff and your hellions will survive longer... I think a damage boost / more health / etc. is needed while being in fighter mode, since right now it is just not worth it...
rpgalon
Profile Joined April 2011
Brazil1069 Posts
Last Edited: 2011-11-08 01:29:30
November 08 2011 01:19 GMT
#355
how is tempest doing against vikings?? someone who played can answer?

cost efficient?
cost for cost?
just shit?
badog
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2011-11-08 01:58:23
November 08 2011 01:58 GMT
#356
On November 08 2011 10:19 rpgalon wrote:
how is tempest doing against vikings?? someone who played can answer?

cost efficient?
cost for cost?
just shit?


Tempest are cost effective against any group of air units, when its less than a group however or when you have less than 3 tempest they become significantly weaker.
RevoNinja
Profile Joined June 2011
United States59 Posts
November 08 2011 02:17 GMT
#357
Love the mod except when playing the ai and they fucking marine rush. lol wtf, or go bio. maybe i should get some friends to play with
"I skipped studying for my final to watch lord if the rings. I shall not pass"
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
November 08 2011 02:45 GMT
#358
On November 08 2011 10:19 rpgalon wrote:
how is tempest doing against vikings?? someone who played can answer?

cost efficient?
cost for cost?
just shit?

Versus large groups of vikings, such as those in a late game anti-colossus fleet, tempests are AMAZING to the point of tempest/colossus probably being a bit OP vs terran if they let you get to that point. Of course, it's technically possible to kite tempests with vikings, but it seems pretty hard in larger numbers as there's only a .5 speed difference between them, not to mention having to control a bioball and vikings at the same time.

Think of it this way - if protoss has 4 tempests, that's the equivalent of getting all your vikings stormed every 3 seconds.
vibeo gane,
BinxyBrown
Profile Joined December 2010
United States230 Posts
November 08 2011 03:34 GMT
#359
Thanks for working on this, I just hope the game is balanced come official release, right now toss seems really impossible to beat for zerg.
Banelings are like Ice Climbers if they grab you... your dead.
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
November 08 2011 05:54 GMT
#360
I like how david kim said the difference between tempest and thor was that tempest counters ALL AIR UNITS!
I thought he was trolling...turned out, he's serial. There is currently no counters for mass tempest.
lol
moo...for DRG
Prev 1 16 17 18 19 20 85 Next
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