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Currently inject/breed is the main spell used by the queen and you want to tone down its use a bit to make the queen more multi-functional and rely more on macro hatches than inject.
How about reworking breed to make it a channeled spell?
As long as the queen tickles a hatchery it gains an increase in larva production, every now and then players will break their queens off to do other necessary work like defending the base, tumouring and transfusing. Queens will be busy all the time macroing and defending, and players won't have to worry about constantly manually injecting.
You could fiddle the numbers to make tickle work. Maybe it just slows down/stops the queens energy regeneration, which would mean the other spells would HAVE to be used as the mana is there. Maybe the larva boost can be pretty small so macro hatches become more important.
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Wow, big changes. I am not sure if I like the zergling changes though. Now, cannons take 3 shots to kill them. Runbys are going to be so much more powerful. Buffing both the HP and the attack speed is a bit too much. Try one or the other, IMHO.
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One aesthetic change I would like to suggest - if we keep Spine Crawlers at 9 range, would it be possible to modify the animation so that they plunge the tendril underground and have it come up under the target ala Sunken Colonies? It would strengthen that connection with BW and also probably look less silly than seeing that tendril stretch so far. I know I've seen a mod that does that already so it's definitely programmable, can't remember which one though... Might have been SC2BW, or maybe the custom BW Zerg Campaign remake.
@ Purakushi Zergling attack speed actually got nerfed with the health increase. It's still better than it was in SC2 but not by much, and their DPS in SC2 is fucking atrocious compared to BW anyways. I agree though, I don't like the change. Would prefer less HP, more DPS. But let's see how it turns out.
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Eh, attack speed was increased from 0.55 to 0.65 for Zerglings. I actually like how it is playing out in terms of how long zerglings last, but I do not think it should come with an attack speed increase.
One thing I would like is for the lurker attack sound to be more noticeable. Unit sounds in SC2 are just so boring compared to in BW. In particular though, I think having a more noticeable lurker sound is overall just better feedback to all players in the game.
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That's the attack cooldown. 0.55 is faster than 0.65. It's the length of delay.
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longer number in the atk speed = nerf
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Oops, haha, silly me. You're right. >_<;
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On October 28 2012 15:11 Traceback wrote:Show nested quote +On October 28 2012 12:41 Ogww wrote:I'll re-install SC2 to try this out  Comments later. Just remember it's a WIP. It will only get better.
But no one is in the channel and people don't play it...
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On October 29 2012 04:23 Eifer wrote:Show nested quote +On October 28 2012 15:11 Traceback wrote:On October 28 2012 12:41 Ogww wrote:I'll re-install SC2 to try this out  Comments later. Just remember it's a WIP. It will only get better. But no one is in the channel and people don't play it... Really? We usually have 5-10 people in the channel pretty much all the time as far as I've seen. There are streams almost every day lately.
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NA's updated
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Just as a poll, how many people here have access to HotS?
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PvZ with the new patch http://drop.sc/268675
Anyone knows how to make a map able to have observers and 1v1 and 2v2 mode? T_T
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On October 29 2012 04:56 Kabel wrote:PvZ with the new patch http://drop.sc/268675Anyone knows how to make a map able to have observers and 1v1 and 2v2 mode? T_T Uh, I told you dude.
On October 27 2012 02:35 JohnMadden wrote: Gossen, on Sacred Sands - Map/Game Variants/Add/OK to allow spectators.
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Yes I know and I have done like you described it. Sacred stands still does not work. Open it via the B.net map editor and look, if you have time
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On October 29 2012 05:21 Kabel wrote: Yes I know and I have done like you described it. Sacred stands still does not work. Open it via the B.net map editor and look, if you have time Game Variants/Custom/Custom Teams instead of 2 teams.
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Streaming some games while doing homework on NA. twitch.tv/decemberscalm Don't expect anything professional
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On October 29 2012 11:21 decemberscalm wrote:Streaming some games while doing homework on NA. twitch.tv/decemberscalm Don't expect anything professional 
Thanks, checking it out now. I enjoy watching this mod when I get a chance. Very cool.
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Zergling nerf feels retarded in conjunction with the larva nerf, but now I'm attempting to inject like a regular SC2 Zerg and that works pretty well.
The early economy and army production that you lose out on as a result of the slower larva spawn and shittiness of zerglings forces you to tech rush to make it to lategame and win. It's pretty stupid stuff, but the engagements are apparently more fun to watch. Lurkers are good.
Also, P feels waaaaaaay strong against Zerg right now. None of the players are abusing it yet, but the Zergling nerf (yes, it's a huge nerf) invalidates Hydra/Ling armies completely, and P can get their reaver up unmolested while taking a comparatively safe third.
The loss of regen on units is what's really killer to Zergling play, IMO. Not getting any HP back but on creep just.. isn't good. I only make lings with an upgrade advantage to crush siege tank armies in ZvT now, and to deal damage in conjunction with lurkers because you have no other option for protecting the lurks.
Overall not very happy with the patch, but it makes Z harder, so that's a big plus.
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Most of you have probably already read it, but for you who hasn't: http://www.teamliquid.net/forum/viewmessage.php?topic_id=377941
I believe this post points out a very important core piece of how sc2 should be. I'm not saying starbow doesn't have it, im merely pushing it to stay in our memory going forward.
I <3 Kabel (and the rest of you working on starbow). You are awesome!
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