proof thats the occular parasite is energy based and not a 1 time ability
Where's the proof? In the description of the video he mentions its a one-time ability. Realistically if it wasn't single cast it would be the best form of detection of any race, you could cast it as much as you can cast forcefield, I don't see that happening.
the proof is just simply pay attention to the vid and seeing that all abilites need energy
and i think they misinterpted 1 time as one per unit......like it can't stack on the same unit
it can be used on multiple units for a energy cost, probally its/is going to be eather 50 or 75 energy
Actually my impression was that each viper can only maintain one ocular parasite. So you can cast it again on a new unit, but then the previous unit which had ocular parasite loses it.
Actually my impression was that each viper can only maintain one ocular parasite. So you can cast it again on a new unit, but then the previous unit which had ocular parasite loses it.
I think this statement is true from what I've read. It is however castable on self it appears. Which makes it possible to cast the spell on a viper, not sure if this means the viper is not naturally a detector or not. The ability description makes it sound like the viper is a detector that can lend its detection away and recast when it wants to move detection to a new unit, but that's just how I read it.
Actually my impression was that each viper can only maintain one ocular parasite. So you can cast it again on a new unit, but then the previous unit which had ocular parasite loses it.
I think this statement is true from what I've read. It is however castable on self it appears. Which makes it possible to cast the spell on a viper, not sure if this means the viper is not naturally a detector or not. The ability description makes it sound like the viper is a detector that can lend its detection away and recast when it wants to move detection to a new unit, but that's just how I read it.
That might be problematic if you unintentionally cause a unit to lose detection; it would mean that you have to keep track of which Viper gave detection to what unit. It may just have to be energy based, or they could attach a min/gas cost to the ability.
Thanks for sinking so much time into these XenoX101, it was a great initiative. I'm sure Blizzard are loving you as well due to how accurate you've managed to make the mod, free test data ahoy!
Really awesome Mod. I played it with a friend for the first time yesterday and it was super fun.
One thing I noticed when playing the other day was that Battle Helions don't attack automatically when they first transform into Battle Hellion mode. Only happened to me once though. Did anyone else have a similar problem?
On November 19 2011 08:18 Existor wrote: I very like abduct, nice and cool spell, sadly, that Neural Parasite will ne useless after abduct
No way. What you do is abduct a colossus and then you are able to neural parasite from a safe distance and use that extra damage :D
On December 01 2011 10:12 TheDemigod wrote: Been playing some PvT with a masters friend. He's been playing mech only, literally no bio. Boy do battle hellions fucking destroy zealots. :<
On December 01 2011 10:12 TheDemigod wrote: Been playing some PvT with a masters friend. He's been playing mech only, literally no bio. Boy do battle hellions fucking destroy zealots. :<
Too much life dmg or dps? just curious
probably the different splash, the splash in a line sucks vs chargelots in a direct fight.
probably the different splash, the splash in a line sucks vs chargelots in a direct fight.
Yeah, but don't hellions gain 45 life? Even holding all other things constant, that's pretty significant, just as a wall of "light" since toss doesn't really have a "perfect" way to deal with light/mech
I just want to know cause I want to use the hellion/battle for a melee mod and dont want to break it with it
On December 01 2011 10:12 TheDemigod wrote: Been playing some PvT with a masters friend. He's been playing mech only, literally no bio. Boy do battle hellions fucking destroy zealots. :<
Too much life dmg or dps? just curious
Both :< They don't even get a dmg reduction? It's just that a 100mineral unit that can be reactored at t2 gets splash is ridonkulously strong, plus they make a decent wall to stop you getting to tanks. Warhounds cost 25/25 more than a stalker and have more range, more dmg (9 more at 3 attack on both units) and bonus to light air and more hp I think. =.= Shit is crazy IMO. Against my friend I had about 40% more army value on the post game graph and his army in game destroyed mine with like a 30supply loss lol.
Unless XenoX knows something I don't - I would increase that to 150/100 and 3-4 food if it isn't already. Blizzard openly said the new units are OP at blizzcon. I'm working on a map with the only the battle hellion being added on top of some (minorly ridiculous) balance changes. And testing my BH vs zealots I want the BF to lose 10v10. Because toss has no direct counter to them. BlueFlameBH should obviously be better, but still not rofl pwn. Mind you XenoX is trying to mimic not balance, where my goal is to balance (and not other HotS units).
Also from my watching of BlizzCon - It appears that the BH has some really good range in a cone (like 4 range maybe) but still attacks about the same as the hellion (slow at best)
I rly hope Warhound's ground damage won't be overpowered. The thought of Warhound+Battle Hellion makes me puke, that's not mech and that's not better than MMM. I want real mech with tanks to work, not another 1a bullshit army^^
On December 03 2011 00:12 Ragoo wrote: I rly hope Warhound's ground damage won't be overpowered. The thought of Warhound+Battle Hellion makes me puke, that's not mech and that's not better than MMM. I want real mech with tanks to work, not another 1a bullshit army^^
and I want a harass unit for protoss that does not get hard countered by turrets/spore in the base.... the only thing protoss has now that can do it is blink stalkers, and those things need to shoot 5 times to kill a single scv/drone...
the only race that got nice new units is zerg (didn't like the terran/protoss units)... maybe because is the Swarm expansion, so they put more work on then...
From this video, I found there are something incorrect with Tempest. It should be armored, and both air and ground attack should initial fire very fast.
I tried use 3/3 tempest fire at a 3/3 ground unit, it still deal 42 damage. maybe there is a bug with the damage upgrade of tempest?
And tempest ground damage is 35, so i think the damage upgrade should be +4 instead of +2, same as all other units.
On December 03 2011 23:48 hitsuyosi wrote: Something about the Tempest
http://www.youtube.com/watch?v=_n8THG4-uy0 From this video, I found there are something incorrect with Tempest. It should be armored, and both air and ground attack should initial fire very fast.
I tried use 3/3 tempest fire at a 3/3 ground unit, it still deal 42 damage. maybe there is a bug with the damage upgrade of tempest?
And tempest ground damage is 35, so i think the damage upgrade should be +4 instead of +2, same as all other units.
yeah the tempest attack is: Fire----3s----Fire-----3s----Fire
and not: wait 3s----Fire----3s-----Fire
the first shoot is faster because you don't need to await the energy ball be formed... this introduce some micro in the unit too, since you can shoot and move 3s while awaiting the energy ball be charged to shoot again
Just a note, although it's up to Xenox how he decides the best mimic of HotS this will be, but... I have added the battle hellion to my ZSL project and tested/played games with it, and how I made it may be quite different from him (Idk) I used the hellion's original damage and attack speed in battle mode, gave cone attack, and extra life. So the only things being gained from the morph is shape of damage, and life.
Attack damage 6+5L (same as hellion) Attack Speed: 2.5 (Same as normal hellion) Movement: 2.25 (base movement for mech) Range: 1.5 (firebats used 2.0 in campaign, idk what current is in HOTS Custom) AoE: 90 degree cone Persistent effect: up to 3.5 (using firebat's effects)
Still seems pretty strong in the right situations, these stats are more my opinion, but I think they would be good in this (since the exact stats of certain things are unknown)