[A] HotS Custom - Page 6
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SoKHo
Korea (South)1081 Posts
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AxelTVx
Canada916 Posts
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XenoX101
Australia729 Posts
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GenesisX
Canada4267 Posts
On October 31 2011 11:42 XenoX101 wrote: Thanks everyone and keep up with the feedback! Rest assured I have written down every single one of these bugs and will address them all as time allows, so don't worry they will all be fixed and if they aren't they'll be mentioned in the loading screen as game bugs until I can (hopefully) fix them, though 99.9% of these definitely appear to be fixable. Thank you for all your hard work! ![]() | ||
Jehct
New Zealand9115 Posts
Edit: neither do tempests | ||
NewSunshine
United States5938 Posts
Telling a larva to morph into a viper works fine, but tries to trick you into thinking it's a zergling; it says while in egg form that it's morphing into a zergling. Also, the viper has no scan move command, forcing you to tab through units to attack if you want to use an ability of the viper's at the same time. Banelings(tried to use a baneling cloud attack if you couldn't already tell) don't function normally with the attack command, so I don't think it had one. I had to tell the banelings to just explode. | ||
gogogadgetflow
United States2583 Posts
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ZJAT
United States83 Posts
Blizzard's replicant was able to steal workers. To stay true to the HotS showing I think you should make them able. I don't believe stolen units get 3/3, but I didn't see that in the mod anyway, so maybe you reversed that. As for gaining access to abilities with replicate spell, (idk what you already use) but an 'or' - 'replicate buff' could be used to allow individual units to gain access, but only if you gain them from the spell. Also the Thor didn't have modified data other than cost. The Odin was nice to see, but the Thor does 65x2 from what I heard, with no air attack. Simple fix, just takes an extra minute As for the shredder, it's really annoying, maybe you could go without the stuff flying out of it. Also when it dies the shrapnel is ridiculously huge. Oh PS I loved the Tempest attack animation! | ||
DeltruS
Canada2214 Posts
On October 31 2011 11:45 Jehct wrote: Locusts don't benefit from upgrades at all =( Edit: neither do tempests Those are fixed on the NA version (see reddit). | ||
XenoX101
Australia729 Posts
On October 31 2011 12:24 DeltruS wrote: Those are fixed on the NA version (see reddit). He's right actually, the next patch will have upgrades working for all units, but I will wait until I've done more fixes to release it (sometime tomorrow maybe). | ||
JustinL
Australia58 Posts
The two new units for zerg open up a lot more micro opportunities to a race that was considered to require the least micro. For example, positioning of swarm hosts is very important because you don't want locusts stuck behind roaches, and you can use blinding cloud and fungal together with some good unit movement to attack with hydras+roaches while the enemy can't attack back. The burrow charge might end up working a little differently in the expansion but the general idea of getting the ultralisks in an attacking position very quickly is making my choice between brood lords and ultralisks a very interesting one. Burrowed banelings seem a bit too powerful though. Mineral line without detection and static defence? Dead. Army without detection? Dead. I can't see this making it through beta haha. Not sure if this was mentioned but I may as well add it to this post: Ultralisk burrow charge has a bit of a graphical bug, after a fight there were what looked like some ultralisks frozen in the air haha. | ||
JinnAxel
Canada50 Posts
Replicant build time should be 30. Baneling burrow research should be 150/150 and take 90 seconds. Viper's blinding cloud should be 10 seconds. Got most of this information from This guy's videos. http://www.youtube.com/user/kentliu Also, I don't think units are supposed to auto agro against the entombed minerals. From the official video, it seemed that the workers just moved to the next nearest mineral patch. | ||
Percutio
United States1672 Posts
Also pylons blocking the zerg natural is just so hard to deal with now because of arc shield. | ||
Snorkle
United States1648 Posts
On October 31 2011 07:04 MasterReY wrote: Do you think all Europeans are dumb and cant read? Your not even seeing it yourself and yet you talk about EU? I said that because the person 2 posts above me and another one a few posts before that from the EU was reporting that the game has missing character models. Did you just only read my post or something? And when I wrote that post it was not up for the EU so the posters before me were obviously not playing his version. | ||
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Plexa
Aotearoa39261 Posts
- when a viper is grouped in with everything else it disables the attack command | ||
Jehct
New Zealand9115 Posts
On October 31 2011 14:14 JustinL wrote: I realise it is a bit premature to make judgement on the expansion by playing this map, but from my play as zerg on this map I really enjoy the ideas Blizzard is trying to implement with this race. I'm talking specifically about the things that are not related to values such as damage and cost that will almost certainly be changed once the game reaches beta. The two new units for zerg open up a lot more micro opportunities to a race that was considered to require the least micro. For example, positioning of swarm hosts is very important because you don't want locusts stuck behind roaches, and you can use blinding cloud and fungal together with some good unit movement to attack with hydras+roaches while the enemy can't attack back. The burrow charge might end up working a little differently in the expansion but the general idea of getting the ultralisks in an attacking position very quickly is making my choice between brood lords and ultralisks a very interesting one. Burrowed banelings seem a bit too powerful though. Mineral line without detection and static defence? Dead. Army without detection? Dead. I can't see this making it through beta haha. Not sure if this was mentioned but I may as well add it to this post: Ultralisk burrow charge has a bit of a graphical bug, after a fight there were what looked like some ultralisks frozen in the air haha. It's actually kinda cool/insane; both of the new zerg units really require a seperate hotkey/serious control. Lategame zerg micro could be really crazy - Broodlord/corruptor, lings/banes, infestors, swarm hosts & vipers - that's like 5 hotkeys (and bunching them together could cause serious mistakes, aside from maybe infestor/viper). As easy as it is to bitch at Browder and Blizz, it seems like they've learned a lot in terms of making the game complex/interesting. I get the feeling we won't be seeing another colossus or marauder by the time HoTS ships (despite how the warhound looks right now). Edit: Also banelings with burrow seem like an okay way to punish any lack of detection. It's almost like DT's in BW - no detection/not paying attention and you can just lose. The one thing that worries me is it'll likely be the death of baneling landmines lategame, as ravens will be mandatory (as well as spread turrets). | ||
Temporarykid
Canada362 Posts
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Sea_Food
Finland1612 Posts
EDIT: floating terran buildings dont grant tehc creep turmors are visible witout detection | ||
Existor
Russian Federation4295 Posts
![]() - replicant can't copy ground units. I wasn't able to copy my probes. - Tempest: no splash vs air, it atacks only one target. Or it's too small? - Tempest: is air-to-ground weapon has so small range? Isn't it bigger? - Tempest should be more faster? - please delete this funny animation from Shredder and recolor blue aura to orange. That will be enought. - fix baneling atack in unburrowed mode. They don't have "Atack" button - burrowed banelings don't get speed bonuses on creep and from Centrifugal Hooks | ||
Nefariously
277 Posts
On October 31 2011 11:39 AxelTVx wrote: Are the units custom made to look like the respective units or are they just units already placed in the map editor? Units in the map editor. It's virtually impossible to get the model files for the new units and put them in. | ||
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