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Russian Federation4295 Posts
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
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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
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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.
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Played this for the first time today.
Conclusions: The sentry is OP.
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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)
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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.
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from the bottom of my nerd heart.... Thank you this is the coolest thing... EVER HAHAH sOoOO MUCH AWESOME thank you thank you
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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?
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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.
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Well, Swarm Hosts should have their rally point reset each time they unburrow. It is irritating to babysit them even after burrowing them.
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i feel like mass tempest is really cost efficient against any air except for maybe vikings. the splash is really big ><
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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.
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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!
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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...
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how is tempest doing against vikings?? someone who played can answer?
cost efficient? cost for cost? just shit?
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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.
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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
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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.
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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.
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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
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