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[A] HotS Custom - Page 5

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 4 5 6 7 83 84 85 Next
extropy
Profile Joined May 2010
United States37 Posts
Last Edited: 2011-10-30 21:01:01
October 30 2011 20:28 GMT
#81
Played around with the custom a bit more and a lot of the things I noticed are fixed!

I did notice however:

-Corrupter siphon ability can't be used on extractors (possibly refineries/assimilaters too, but didn't check) it just says "error" when I try.

-Burrow for swarm host has no hotkey, and has the tooltip: "Button/Tooltip/BurrowLurker"

Edit: NA version.
Paladia
Profile Joined August 2003
802 Posts
Last Edited: 2011-10-30 20:31:13
October 30 2011 20:29 GMT
#82
On October 31 2011 02:53 ClysmiC wrote:
Some more things I noticed that aren't consistent with HotS.

Arc shield should only deal damage to light units.

Arc shield is suppose to deal damage to all units, it is just that it deals bonus damage to light.

The damage it does is likely correct but the attack speed may not be. It probably shouldn't be usable on assimilators but that is more of a concern for Blizzard than for the mod maker.

Also, the shredder I thought was 150/150, not 125/50.
I can no longer rest under the tree of wisdom, since you have axed down the roots feeding it.
[]Phase[]
Profile Joined September 2010
Belgium927 Posts
Last Edited: 2011-10-30 20:32:53
October 30 2011 20:32 GMT
#83
EU version full of problems, could you update please, would really like to try it out. Current version I found on EU is not playable (you can play a normal game, but it has all models missing and a lot of other stuff that isnt right)

And TY for bringing an early beta
Fearlezz
Profile Joined April 2010
Croatia176 Posts
Last Edited: 2011-10-30 20:34:29
October 30 2011 20:33 GMT
#84
On October 30 2011 16:01 XenoX101 wrote:
Show nested quote +
Can't toggle building attack while banelings are burrowed

Not sure what you mean by this sorry, more info would be great .

Banelings have "Enable Attack Structure" command which you can toggle on while banelings are above the ground. But as soon as you burrow them, the command goes away. This makes sense, since you couldn't move them while burrowed before so there was no reason for having that command while burrowed.

Now that they can burrow-move, you need to add that command since, well, they can move around and collide with buildings.

Also, banelings in general are missing an attack-move command, you probably deleted it by accident.

Vipers grabbing units into space is strange, but nothing gamebreaking so nothing major to worry about imo, just mentioned it it since it felt "off".

edit: this is all on EU, so the info could be outdated, would be awesome if we could get the updated version over here keep up the good work
Snorkle
Profile Blog Joined October 2010
United States1648 Posts
October 30 2011 20:51 GMT
#85
its not available on EU yet according to the OP which may be why EU people are complaining about stuff are probably not playing this guys work.
Cheekio
Profile Joined October 2011
United States34 Posts
October 30 2011 21:55 GMT
#86
I don't know if this was intended in the design but it's super fun to play 2v2. May want to change that, I dunno, good work with the mod otherwise.
Rocketship to Vomit town
MasterReY
Profile Blog Joined August 2007
Germany2708 Posts
Last Edited: 2011-10-30 22:05:46
October 30 2011 22:04 GMT
#87
On October 31 2011 05:51 Snorkle wrote:
its not available on EU yet according to the OP which may be why EU people are complaining about stuff are probably not playing this guys work.


Do you think all Europeans are dumb and cant read?
Your not even seeing it yourself and yet you talk about EU?
https://www.twitch.tv/MasterReY/ ~ Biggest Reach fan on TL.net (Don't even dare to mention LR now) ~ R.I.P Violet ~ Developer of SCRChart
TL+ Member
NewSunshine
Profile Joined July 2011
United States5938 Posts
October 30 2011 22:35 GMT
#88
Just played a couple games, 1 as terran, 1 as protoss. Found a few things, bugs and otherwise:

1) not sure if it's supposed to be like this, but the battlecruiser's redline reactor has no cooldown, and can be used infinitely, to make an absurdly fast capital ship.

2) the nexus' arc shield and recall have the same hotkey(R)

as for observations of the game itself:

1) this practical demonstration confirmed my suspicion that arc shield is ridiculously overpowered when used on assimilators and pylons. steal your opponent's gas and get a free 2 minute win.

2) if the requirements for the warhound remain(armory), then terran will have a HUGE incentive to get armories and fusion cores, because once you have both you can gather a thor with battlecruisers, and warhounds to back it up.

3) will shredders really build that fast? yikes.

4) against zerg, the replicant, as it is now, is absolutely awesome. copy an overlord, and it no longer takes up 4 supply, but gives 8 supply instead, meaning you may never have to build a pylon against zerg, plus it has speed and ventral sacs, giving you dropships in the process. you can also copy 1 of your own sentries for a quick scout hallucination.


aside from the existing bugs, this mod is awesome. it gives us the opportunity to see examples of how these units will actually fit into the context of a melee game. perhaps when I play a couple more games, I'll find more cool/nifty/buggy things to report, but as of now, that is what I have to offer.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
dgReborn
Profile Joined August 2010
United States453 Posts
October 30 2011 23:36 GMT
#89
On October 31 2011 01:22 Panzamelano wrote:
entomb its just a forcefield for the minerals so yes the workers should sit there idle or go to a different patch.




Look at it again. The drones are butting heads against the force fields for a moment before moving on to another one. in essence they are still rallied to the minerals but they don't go idle as if you pressed stop on all of them.

As far as the autoattack issue goes. I'm not sure. We are gonna have to get someone from blizzcon to confirm that.
I have no enemies, But i'm intensely disliked by my friends.
goswser
Profile Blog Joined May 2009
United States3548 Posts
October 31 2011 00:16 GMT
#90
Somtimes when using the swarm lords, the swarm lings don't go away ever, also you can control them and send them through nyduses, not sure if your supposed to be able to this. Additionally, there is an issue with oracles only getting low ground vision unless they are above high ground, even though they are flying. The burrow hotkey doesn't work for swarm lords.
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
SeanShepard
Profile Joined September 2010
United States48 Posts
Last Edited: 2011-10-31 00:28:22
October 31 2011 00:27 GMT
#91
TAKE MY MONEY


oh and can you give us burrow hotkey for the lurker (refuse to learn new name)
Gloomzy
Profile Joined June 2011
Australia42 Posts
October 31 2011 00:46 GMT
#92
Bugs I found:
-Shredder shows through fog of war when activated
-Nexus recall/arc shield same hotkey
-Arc shield doesn't work if building is otherwise active (i.e. making a unit)
-can't build a cybernetics core if all your gateways are warpgates
-if assimilator is arc shielded while out of gas, animation resets and makes it look like gas is remaining
-arc shield +100 shield bonus does not apply again if arc shield is stacked (not sure if intended)
-arc shield only does damage to some non-light units (again, not sure if intended)
-shield upgrades not working on protoss air units

thanks very much for map btw =)
goswser
Profile Blog Joined May 2009
United States3548 Posts
October 31 2011 00:54 GMT
#93
Also swarm lords walk through forcefields not sure if that was intended
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
Gfire
Profile Joined March 2011
United States1699 Posts
October 31 2011 00:55 GMT
#94
On October 31 2011 09:46 Gloomzy wrote:
Bugs I found:
-Shredder shows through fog of war when activated
-Nexus recall/arc shield same hotkey
-Arc shield doesn't work if building is otherwise active (i.e. making a unit)
-can't build a cybernetics core if all your gateways are warpgates
-if assimilator is arc shielded while out of gas, animation resets and makes it look like gas is remaining
-arc shield +100 shield bonus does not apply again if arc shield is stacked (not sure if intended)
-arc shield only does damage to some non-light units (again, not sure if intended)
-shield upgrades not working on protoss air units

thanks very much for map btw =)

Is the Arc Shield supposed to be able to stack at all? I would have guessed it couldn't stack.
all's fair in love and melodies
Bargil
Profile Blog Joined May 2011
United States141 Posts
Last Edited: 2011-10-31 01:40:03
October 31 2011 01:39 GMT
#95
Oh I found another one on Protoss:

-If a Terran building is building an add-on and is phase-shifted, the add-on is destroyed.
-Phase Shift cannot target refineries/assimilators/extractors, it just says not enough energy.
-When a Replicant transforms into a Hellion, it gets 3/3 ground attack and armor, but when it transforms into a Battle Hellion, the upgrades are gone. It comes back when it reverts its transformation. Also, the Battle Hellion doesn't show the attack damage or weapon when you roll over the icon.
-Phase Shift does not show required energy.
-(This might not be a bug)Tempests do no splash damage to stacked units, I forced attack on some of my void rays while stacked together and no splash damage was dealt.
-Arc Shield/Mass Recall share same hotkey


I will find more and try to post here if I can.

GREAT JOB on the mod! Keep it up! I will post a video sometime later to recommend it to the public! :D
youtube.com/BargilStarcraft
ImmortalTofu
Profile Blog Joined December 2010
United States1254 Posts
October 31 2011 02:03 GMT
#96
This. Is. Incredible..... But i don't have anyone to play with for specific testing stuff D:.

Consider making a unit tester map... PLEASE?!?!?
"Friendship ain't a business deal"
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2011-10-31 02:08:02
October 31 2011 02:05 GMT
#97
- Shredder kills xelnaga towers
- ghosts don't require any tech
- if a building is floating then it isn't counted towards tech requirements
- buggy tooltips on thor/warhound
- arc shield doesn't seem to work on a nexus if it's producing a probe (might be mistaken about this)
- Oracle uses P as a hotkey; makes it patrol instead
- Creep tumors visible without detection
- Battle hellions kill themselves when attacking
- Shredders kill buildings
Administrator~ Spirit will set you free ~
Soulish
Profile Joined April 2010
Canada1403 Posts
October 31 2011 02:06 GMT
#98
all I can say is shredders are hiliarously op with tanks haha
me all in, he drone drone drone, me win
gogogadgetflow
Profile Joined March 2010
United States2583 Posts
October 31 2011 02:11 GMT
#99
The thor retained its air attack (it shouldnt) and doesnt benefit from terran mech upgrades (it oughtta)... also should it really be spawning with as much energy as it does?
Cheekio
Profile Joined October 2011
United States34 Posts
October 31 2011 02:25 GMT
#100
Shredder does damage to minerals and geysers, I was playing a game where shredders were dropped, did plenty of damage (eventually killed the CC), and then minutes after having cleaned them up my minerals and geyser disappeared within the shredder's area of effect. Super weird.
Rocketship to Vomit town
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