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[A] HotS Custom - Page 4

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 4 5 6 83 84 85 Next
Handfoot
Profile Joined January 2011
United States62 Posts
October 30 2011 16:18 GMT
#61
I'm pretty sure the Shredder is suppose to move. Why can't we move it?
TWIX_Heaven
Profile Joined June 2010
Denmark169 Posts
October 30 2011 16:21 GMT
#62
will you update EU? if not, can you at least upload to on a regular file-site so everyone can test and try out?
Panzamelano
Profile Joined September 2010
Colombia248 Posts
October 30 2011 16:22 GMT
#63
entomb its just a forcefield for the minerals so yes the workers should sit there idle or go to a different patch.


Dalmatica
Profile Joined March 2011
United States39 Posts
October 30 2011 17:31 GMT
#64
Arc Sheild should require gateway (yes?), and doesn't seem to at the moment. At the very least you can always use it while the gateway is warping in.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
October 30 2011 17:45 GMT
#65
THANK YOU!!!

oh wow so there were threads with stats? xD
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
ClysmiC
Profile Blog Joined December 2010
United States2192 Posts
Last Edited: 2011-10-30 18:23:00
October 30 2011 17:53 GMT
#66
Some more things I noticed that aren't consistent with HotS.

Arc shield should only deal damage to light units.

Arc shield should require a gateway before it can be used.

When I replicated a zergling, it didn't have ling speed.

It told me I couldn't replicate workers. In HotS, you can replicate workers.

When you entomb minerals, and the barricades are killed or wear off, you lose vision of the mineral patches. Not a huge deal, but a little annoying.




Will play test some more later.
EDIT: All of my testing has been done on metalopolis, if it makes any difference.
Dreck
Profile Joined October 2011
Germany8 Posts
October 30 2011 18:04 GMT
#67
Its really buggy. Nexus always start with full chrono, ghosts don't need a Ghost Academy to produce... and wouldn't it be possible to give the units some models? warhound = goliath (campaign), hero-thor = thor)
yoigen
Profile Joined September 2010
Germany369 Posts
October 30 2011 18:27 GMT
#68
someone really needs to upload the right version on the eu-server
tt
Today I didn't even have to use my AK, I gotta say it was a good day.
ClysmiC
Profile Blog Joined December 2010
United States2192 Posts
October 30 2011 18:44 GMT
#69
Another bug.

Ultras that burrow charge into burrowed swarm hosts get stuck.
Snoman
Profile Joined December 2010
Canada191 Posts
October 30 2011 18:52 GMT
#70
just played this with a friend. SO AWESOME!!! Thanks for the insane amount of work it must of taken to get this published so quick.
Drones, Probes & SCVs: A mini documentary on the work behind ESPORTS. http://youtu.be/vNlu-K0rAxs
Omer
Profile Blog Joined May 2010
Israel442 Posts
October 30 2011 18:53 GMT
#71
The arch shield is only supposed to hit light units, not everything.
Warpath
Profile Joined April 2010
Canada1242 Posts
Last Edited: 2011-10-30 18:55:33
October 30 2011 18:54 GMT
#72
The speed of the redline reactor is 110%
topspeed should be 3.6, barely slower than a mutalisk
Arco
Profile Joined September 2009
United States2090 Posts
October 30 2011 19:11 GMT
#73
Replicating a burrowed swarm host makes the model permanently broken.

You can't replicate workers.
Cheekio
Profile Joined October 2011
United States34 Posts
October 30 2011 19:26 GMT
#74
I think I played an older version, but something I noticed was Swarm Host didn't have a burrow hotkey, something I don't think you mentioned in your bug fixes since 0.80.

Great work, the version I played felt very solid in spite of the odd bugs.
Rocketship to Vomit town
TheLindyHop
Profile Joined March 2011
United States51 Posts
October 30 2011 19:29 GMT
#75
What I noticed:
Arc Shield:
can infinitely prevent zerg from expanding early game to try to catch up to a FFE build (or at least until lings are massed / roaches are made, at which point, the zerg is so far behind, Protoss should have no problem winning, Especially if rushing to the mineral blocking unit. two of those per base early game will make the zerg so easy to just a-move into). =\
Starcraft is hard >_<
ClysmiC
Profile Blog Joined December 2010
United States2192 Posts
Last Edited: 2011-10-30 19:36:59
October 30 2011 19:35 GMT
#76
More bugs :D

Thor shouldn't be able to attack air.

Swarm hosts don't have a burrow hotkey, only an unburrow one.

Mass recall and arc shield are both assigned to the R hotkey, so you have to click the icon if you want to recall.

Banelings don't explode into units unless you hit X. If you order them into a unit, they'll just sit right next to them without exploding.

Creep tumors are visible, even without detection.

Burrow charge needs major work.

Factory tech lab shouldn't have the thor strike cannon upgrade.
darmousseh
Profile Blog Joined May 2010
United States3437 Posts
October 30 2011 19:43 GMT
#77
OMG, arc shield, if the current form is correct, is the most game changing ability of all. No more drone,scv scouting. Just use an arc shield on you building and 2 shot that scouting worker. Also put a pylon or two at their natural, and they can't expand for forever. Something is going to give.
Developer for http://mtgfiddle.com
dae
Profile Joined June 2010
Canada1600 Posts
October 30 2011 19:54 GMT
#78
Two things

YES arc shield is supposed to be able to hit everything.

However it should be doing 5 damage to everything, and 20 to light.
extropy
Profile Joined May 2010
United States37 Posts
October 30 2011 20:07 GMT
#79
On October 30 2011 19:59 XenoX101 wrote:
Show nested quote +
On October 30 2011 19:51 Nefariously wrote:
Trying it out, great work! One thing that jumps out to me immediately is that Replicants can't target worker units.


Yes, this was dileberate because of the way upgrades work and how replicated units give 3/3 upgrades to your replicated units, essentially you could amass a 3/3 army before your opponent would with his own race, I figured this would be too heavily imbalanced and Browdser has said himself he is thinking about not allowing it to replicate workers. It would also make the game rather messy and asymmetric, so I don't think it's something that will make it into the game, but even if it does sadly I lack the means to make it otherwise.


My impression was that units would get all abilities (like cloak) when you replicated them, not weapon/armor/shield upgrades. Also, I thought this only applied to the actual unit that was replicated, not units the player built for himself in the case he replicated a worker.
blacklist_member
Profile Joined January 2011
Australia318 Posts
October 30 2011 20:19 GMT
#80
On October 30 2011 19:59 XenoX101 wrote:
Show nested quote +
On October 30 2011 19:51 Nefariously wrote:
Trying it out, great work! One thing that jumps out to me immediately is that Replicants can't target worker units.


Yes, this was dileberate because of the way upgrades work and how replicated units give 3/3 upgrades to your replicated units, essentially you could amass a 3/3 army before your opponent would with his own race, I figured this would be too heavily imbalanced and Browdser has said himself he is thinking about not allowing it to replicate workers. It would also make the game rather messy and asymmetric, so I don't think it's something that will make it into the game, but even if it does sadly I lack the means to make it otherwise.

I'm pretty sure when he said all the upgrades enabled, he meant upgrades like blink for stalkers or cloak for banshees not the weapon and armor upgrades, plus this isn't about balance.. Its your design and everything so I'm really thankful but hope you put that feature in too..
MC and MKP fighting ^^
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