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[A] HotS Custom - Page 26

Forum Index > SC2 Maps & Custom Games
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Prev 1 24 25 26 27 28 85 Next
Zombo Joe
Profile Joined May 2010
Canada850 Posts
Last Edited: 2011-12-06 07:51:11
December 06 2011 07:49 GMT
#501
What if instead of Battle mode, Hellions got spider mines?

And instead of Warhounds having less Dps than Marauders and a crappy anti air attack, they had an okay ground attack and a really weak but very fast firerate regular anti air attack that didn't do splash?
I am Terranfying.
Percutio
Profile Blog Joined April 2010
United States1672 Posts
December 06 2011 08:45 GMT
#502
Mine clearing would be tough for toss with the prevalence of vikings and scan as well as the need to constantly build out of a robo if you indeed utilize Colossi.
What does it matter how I loose it?
SolidZeal
Profile Joined October 2010
United States393 Posts
Last Edited: 2011-12-06 09:10:50
December 06 2011 09:03 GMT
#503
Wow, a lot of the more recent post surprise me. I'm actually very happy to hear that battle hellions kick zealot ass. It seems very good design that they do so. A big reason protoss' quick warpgate remax is so powerful is that terran can't really counter zealots/archon very well. so the quick re-max put terran at a serious disadvantage late game. Now terran can reactor out battle hellions and be able to handle late game re-max much better. I really don't think the terran army will be stronger than protoss. If your higher value army was wiped out, I'd be very suspicious of the engagement or of your comp, I haven't had any problem killing terran as protoss. I love how greedy i can play. It might just be players holding back because they want to mess around and tech blindly, but even early pushes are much easier to stop with fast nexus openings because of arc shield.

I don't really understand the complaint about protoss harassment, it's so much better in HotS it's as tasteless would say actually insane. The Oracle counters turrets, so..yeah. And because that's the case phoenix no longer become poor harass once turrets are up, making them effective for bigger windows. That added to the fact that protoss drops are sick effective now. You can fly in a warp prism, drop, warp in and then fly out your prism immediately so it's safe. When the enemy responds you can recall your whole harassment force. I mean, it's not stimmed MM with a medivac as far as strength goes, but it's much safer of an investment.

I think this expansion is looking to be perfect for the meta game. Protoss gets much better early game defense, better harassment options and decent air domination, this will hopefully cause more exciting back and forth games, rather than max and attack. Terran gets a better late game and more importantly better options in mech, which really opens more transitions for all 3 terran tech routes. Zerg just gets more awesome units, who doesn't want that?

Also, stop making unit change suggestions in this thread, it's not the place for it. Unless you have proof that the change is supposed to be applied. XenoX has been clear in his goal to make the game as close to blizzcon HotS as is reasonable. Nothing seems broken to me yet, I think the custom is awesome.
In the clearing stands a boxer and a figher by his trade
Tppz!
Profile Joined October 2010
Germany1449 Posts
December 06 2011 14:18 GMT
#504
On the EU Server the newest version is 1.17. Are you going to upload a newer version soon?
Gyro_SC2
Profile Joined November 2010
Canada540 Posts
Last Edited: 2011-12-06 22:01:54
December 06 2011 21:58 GMT
#505
wow, the new animation of the shredder is so ugly and death animation(warhound+shredder) is so bad.
ZJAT
Profile Joined October 2011
United States83 Posts
December 06 2011 22:18 GMT
#506
@Zombo Joe
Warhound are pretty good imo. They may have less dps than a Thor, but they do really good AA. I really like the mod and think it is great that we have it. :D
@SolidZeal
I hope everyone understands that my suggestions have been from watching BlizzCon videos and testing, not from personal opinion only. Some things we may never truly know until release so we can merely guess intelligently. Such as attack speeds and movespeeds - I think the mod should use WoL stats as a base for anything we can't figure out. However, I know XenoX does his 'due dilligence.'
"Experimentation is the key to success, though often requisite is failure." -ZG [Zjat's Project Vault] http://zjat.webs.com
Noocta
Profile Joined June 2010
France12578 Posts
December 06 2011 22:25 GMT
#507
On December 06 2011 16:49 Zombo Joe wrote:
What if instead of Battle mode, Hellions got spider mines?

And instead of Warhounds having less Dps than Marauders and a crappy anti air attack, they had an okay ground attack and a really weak but very fast firerate regular anti air attack that didn't do splash?


It's already been discuted to death, spider mine would be pretty bad against Toss ( and mech need help against Toss ) because a Toss army would just clean every mine with 2 or 3 Colossus swipes. What Mech need is a way to deal with chargelots, like what battlemod is.
" I'm not gonna fight you. I'm gonna kick your ass ! "
FreeTossCZComentary
Profile Joined September 2011
Czech Republic143 Posts
Last Edited: 2012-02-12 12:40:54
December 06 2011 22:47 GMT
#508
On December 07 2011 07:25 Noocta wrote:
Show nested quote +
On December 06 2011 16:49 Zombo Joe wrote:
What if instead of Battle mode, Hellions got spider mines?

And instead of Warhounds having less Dps than Marauders and a crappy anti air attack, they had an okay ground attack and a really weak but very fast firerate regular anti air attack that didn't do splash?


It's already been discuted to death, spider mine would be pretty bad against Toss ( and mech need help against Toss ) because a Toss army would just clean every mine with 2 or 3 Colossus swipes. What Mech need is a way to deal with chargelots, like what battlemod is.


If main concept of hellion was solid enough in WoL, no battle mode would be required... sorry for Blizzard hate now: "But no! Instead of making good mech unit that can kill units, lets make antiworker mech, something, that can kills like 500 probes in oneshot, but even in high numbers die to one zealot."

Before saying "Terran noob l2p" i would like to say that I am Protoss noob instead, who hated helion concept from start because it have no battle-place in TvP and only zergling counter (and with Gosu micro soft hydra(theoretical, no hydras in ZvT) counter) role in TvZ. Against anything but drones, probes, scvs, and zerglings, it just sucks, and dont tell me terran dont have good units for dropping from medv, marines have good DpS, no hellion style unit was required... if circle splash would be there instead, they could make "new hellion", buff its battle role, making it more meaty and more damage dealing, without in same time worth sacrificing against any defence because it kills probes/drones/scvs absurdly fast.

Maybe I am wrong though, but about this one, I am almost sure...
www.youtube.com/OnlyFreeToss, FreeCraft ForFun SC2 MOD Rulez: http://www.teamliquid.net/forum/viewmessage.php?topic_id=292319 Dont even dare waiting, join FreeCraft now!
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2011-12-08 13:05:35
December 08 2011 13:05 GMT
#509
New patch up! Fixes a few things here and there. Also I've modded the Unit Tester map by XGDragon with his permission to create a new HOTS Custom Unit Tester with all of my units, you can find it by searching "HOTS unit" without quotes on the AM and SEA server to test an infinite number of scenarios .

With the tournament I will be running it soon, I've finished all the graphics and ironed out all the details and found some casters, I'll be making an announcement soon about it, recently been focusing my efforts on getting the mod up to scratch before I properly announce the tournament, the announcement should be within the next few days though.

Unfortunately I've also come to the realisation that I can't rely on other people to upload my maps on the EU server and I will need a EU account to run the EU Tournament following the AM one. I've also realised that while I can fund the AM Tournament with some temporary cash, I won't be able to fund the EU Tournament prize pool as well on my own. So in order to try and get these things to still happen I've set up a chip-in page that if you're interested in you can contribute to to support this venture which you can find here. The goal at the moment is $200, however $125 is the minimum of what I'd need as that would allow me to buy a EU account and fund the EU tournament. The extra $75 above that would allow me to run another AM tournament after this one and hopefully by then I'll have the funding for a second EU tournament as well. And if things don't work out for whatever reason I'll be sure to let people know and refund people's money since I'll have no use for it if the whole thing falls over, but fingers crossed everything should work out.

Patch Notes 1.26
- Twilight Peaks no longer cross spawn
- Battle Hellion medivac bug fixed
- Tempest is now Armored
- Arc Shield actor error
- Command Center placement entomb bug fixed
- Shredder pulse no longer affected by cliff levels
- Some icons fixed
- Abduct viper death bug now fixed
- Swarm host attack rally bug fixed
- Abduct slightly reworked

FeyFey
Profile Joined September 2010
Germany10114 Posts
December 08 2011 15:18 GMT
#510
spidermines don't work against toss, if you want those you played bw and then you know how instant or really fast attacks deal with spidermines.
So no no race would have problems with spidermins even without detection. And mines that stay underground and would move towards the opponent would be to powerful unless they cost a ton, but then they need to be controllable.
Basically the baneling is the new spidermine. (most bw stuff that people miss got recycled into an sc2 version and another race got it, even the reaver x3, though it was to op and got nerfed into the ground wrongly)

And i am sure blizzard will not bring in a unit from bw two times. (means since terran got the shredder no lurker for zerg ever)
crown77
Profile Joined February 2011
United States157 Posts
December 21 2011 18:12 GMT
#511
This game has made for so many awesome fun games.. It feels incredibly broodwar and I've had a hard time articulating why... but I think it has a lot to do with the fact that the positional units make for much more aggressive expanding. In broodwar there was this amazing feeling of not being able to keep up with everything that was going on.. even pros didn't always have 100% perfect macro.. and that feeling kind of got lost in wings... but for whatever reason it seemed to come back when I played hots... not because there were some new mechanics I wasn't use to yet... but because I found when I didn't have to constantly be baby sitting my army I could have a drop ship running around the map and having a hand full of hellions running around the map.... and all of a sudden macro was harder because I could put so much more pressure on my opponent... I'm just really excited for more people to discover this mod and for hots to come out.
Garmer
Profile Joined October 2010
1286 Posts
January 02 2012 11:07 GMT
#512
is the warhound air attack correct? i never seen the original, the modded one seems too similar to the thor
nanospartan
Profile Joined July 2011
649 Posts
January 02 2012 11:36 GMT
#513
On January 02 2012 20:07 Garmer wrote:
is the warhound air attack correct? i never seen the original, the modded one seems too similar to the thor

:/ sadly its just a mod, so and the creator really did his best so... yea, its just a remodel of the Thor's AA,
THANKS FOR THE AWESOME MOD XENOX101!!!
I was an athiest until I watched the Day[9] daily
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2012-01-02 11:54:25
January 02 2012 11:41 GMT
#514
y i know , that it can't be like the original, i was speaking more about the damage and the number of volley, they are exact like the thor, isn't the warhound supposed to have better AA?
crown77
Profile Joined February 2011
United States157 Posts
January 23 2012 09:52 GMT
#515
Heyo! if there are any people that want to play please add me! especially masters me = Ares.1946
Klumpmeister
Profile Joined November 2011
United States31 Posts
January 23 2012 12:20 GMT
#516
It looks every crude but hey its a beta version. I really like getting a hands on feel of the HotS feel.
Frogblast The Ventcore!
Felnarion
Profile Joined December 2011
442 Posts
January 23 2012 19:56 GMT
#517
On January 02 2012 20:41 Garmer wrote:
y i know , that it can't be like the original, i was speaking more about the damage and the number of volley, they are exact like the thor, isn't the warhound supposed to have better AA?


Not individually, but as a group. In HotS, you can build more warhounds for the same price/supply, therefore splash is less required and warhounds do better against magic-boxed mutas because there are more of them firing at once.
Gyro_SC2
Profile Joined November 2010
Canada540 Posts
January 31 2012 20:31 GMT
#518
I asked to the playhem organisation if they can add hots custom in their map pool. If they accept we can start making regular HOTS tournament.

Maybe you can write something positif in the feedback.

http://feedback.playhem.com/forums/130623-ideas-improvements/suggestions/2554704-add-the-sc2bw-or-sc2-hots-map-?tracking_code=3e3276ca273411eea3d9d3eb15856728
DoDonPachi
Profile Joined February 2011
Canada69 Posts
February 01 2012 16:51 GMT
#519
Hey I have found a specific issue with the mod that can be resolve, thus providing a better sc2 hots experience.

I have found a video on youtube that seems to be recorded during Blizzcon, because in the video there is a Swarm Host with the proper model, so it's not a mod.

While looking at this video on youtube :Heart of the Swarm ZERG Unit - Burrow Ultralisks! , if you stop at 0:47, the description says that the charge of the ultralisk have a cooldown of 30 second and that, upon unborrowing, all unit in the vicinity are knocked back and suffer 10 damage.
I don't know what they mean by vicinity : those that are under the ultralisk? so those this mean that the ultralisk unborrow when he is upon contact or under the target?[image loading]

Later on the video, from 1:00 to 1:05, i'm not sure but i think i have see the ultralisk unborrow directly under the target

Also, i found it strange that at 0:43, we can clearly see that the Ultralisk only have the charge ability, not the Frenzied passive ability, which mean that the ultralisk is now subject to Concussive Shell, Fungal and mindcontrol. The Burrow Charge is the counter to those spell, but does that mean that if i have detection and awesome micro, i can fungal the ultralisk ?

Thank you for reading my post, have a nice day everybody.
i'll schroumpfs you until you GG
Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2012-02-01 22:47:42
February 01 2012 22:10 GMT
#520
I've found a ton of bugs, particularly game breaking ones involving Oracles and Shredders.

Bugs I've found:

Gameplay
-Shredders can deploy while units are in the no-friendly zone if the friendly units in question are on a different elevation level. (i.e. Shredder on cliff, other friendly unit on low ground).

-When Phase Shifted, structures that support Arc Shield's attack can still fire.

-When Phase Shifted, Point Defense Drone and Auto-Turrets continue to function.

-When Phase Shifted, Bunkers continue to allow Infantry inside to fire.

-When Phase Shifted, Creep Tumors continue to function, unlike the Pylon's Power Field.

-Arc Shield's attack doesn't work on your own buildings of a difference race, with the exception of the Planetary Fortress, Missle Turret, Spine Crawler, Spore Crawler, Auto-Turret, and Point Defense Drone.

-Arc Shield overwrites the attack of Planetary Fortress, Auto-Turrets, and Missle Turrets, Spine Crawlers, and Spore Crawlers. Sometimes this can be broken by attacking a different target (even before Phase Shift is over with).

-Point Defense Drones attack with Arc Shield, but cannot select a specific target to focus fire.

-Xel'naga Watch Towers can be Phase Shifted. As they are supposed to be invulnerable, untargetable neutral structures, they must be made immune to Phase Shift.

-Creep Tumors under construction have a massive Arc Shield "blue" graphic.

-Commands issued to Spine Crawlers and Spore Crawlers before they are Phase Shifted continue if the buildings are uprooted and Phase Shifted afterwards.

-Viper can target burrowed units (at least friendly ones) with Abduct.

Units
-Unit Tester map has no Mothership or Overseer, while it still has WoL's Thors and Carriers. Blizzard has stated that unit removals are not final (particulary in regards to the Carrier) - so I would just put them back in. You can always test without them. However, some would like to theory craft assuming some of the unit removals are reversed.

Tooltips
-Unit Tester map tooltip for Replicator is that of a Sentry.

-Many tooltips for new units need to be redone. Mispellings, inproper grammar, random unneeded blank lines, etc.
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