|
On June 21 2012 07:01 Laertes wrote:Show nested quote +On June 20 2012 22:43 TaShadan wrote: had some games with jetap it was fun but there was one issue with the mines units dont shoot on mines if an enemy unit is nearby (even if the mines are much closer) units should atleast attack the nearest mine its hard to talk about balance yet so i wont
EDIT: i felt the baneling and the lurker have the same purpose? feels kinda odd To the last thing, I don't feel like that, the lurker and the baneling are similar, but not the same niche. There is a bit of overlap, but one uses the baneling more as cheap wrecking balls, while the lurker is a more expensive supplement to the attack, which stays the whole time. I feel the lurker and baneling being sort of overlapping will encourage unique uses of both. It would be nice to see such a thing, I feel individuality is good for the player, does he use banelings or lurkers? That sort of thing.
Yeah, I do enjoy having it as a viable option instead of going Lurkers.
|
Did some research and the fact that you added the 6 minerals thingy gives me a big smile on the face
|
On June 21 2012 07:45 nucLeaRTV wrote:Did some research and the fact that you added the 6 minerals thingy gives me a big smile on the face 
How do you mean?
Is it uploaded on NA yet?
|
|
On June 21 2012 07:47 Kabel wrote:Show nested quote +On June 21 2012 07:45 nucLeaRTV wrote:Did some research and the fact that you added the 6 minerals thingy gives me a big smile on the face  How do you mean? Is it uploaded on NA yet?
I think he's referring to FRB.
|
The fewer resources per bases idea, i meant and the econimic functionality itself. I wish Blizzard would take a look at your maps and come with some better ideas, not just flying 22 range warp gates.
|
On June 21 2012 08:26 nucLeaRTV wrote: The fewer resources per bases idea, i meant and the econimic functionality itself. I wish Blizzard would take a look at your maps and come with some better ideas, not just flying 22 range warp gates.
Are you on NA?
|
I think that you should nerf the tank Ai. Maybe to the version before blizzand buffed it.
Especially after you made them StrongeR.
Just played a guy WhO went tank/viking/Vulture, got to lategame, and you couldn't aTtacK him at all, even with a maxed out army of ultras under dark Swarm.
|
On June 21 2012 11:05 Monochromatic wrote: I think that you should nerf the tank Ai. Maybe to the version before blizzand buffed it.
Especially after you made them StrongeR.
Just played a guy WhO went tank/viking/Vulture, got to lategame, and you couldn't aTtacK him at all, even with a maxed out army of ultras under dark Swarm.
It was just pure ultras and you just a-moved with nothing else... Siege Tanks do 50% less damage even when firing into Dark Swarm I believe.
According to StarCraft Wikia: "Shields units in a 6x6 area from ranged attacks. Ranged attacks with splash damage only deal minimal splash damage. Firebat and lurker attacks, and damage from cast abilities, are totally unaffected. The casting player's buildings are shielded; enemy and allied buildings are not."
I don't think there's a problem currently with them especially when you attack into 3/3 Siege Tanks and 3/3 Marines. There might be a problem.
I do also thinking removing the "smart AI" on the tanks will help a bit.
|
On June 21 2012 11:16 MNdakota wrote:Show nested quote +On June 21 2012 11:05 Monochromatic wrote: I think that you should nerf the tank Ai. Maybe to the version before blizzand buffed it.
Especially after you made them StrongeR.
Just played a guy WhO went tank/viking/Vulture, got to lategame, and you couldn't aTtacK him at all, even with a maxed out army of ultras under dark Swarm. It was just pure ultras and you just a-moved with nothing else... Siege Tanks do 50% less damage even when firing into Dark Swarm I believe. According to StarCraft Wikia: "Shields units in a 6x6 area from ranged attacks. Ranged attacks with splash damage only deal minimal splash damage. Firebat and lurker attacks, and damage from cast abilities, are totally unaffected. The casting player's buildings are shielded; enemy and allied buildings are not." I don't think there's a problem currently with them especially when you attack into 3/3 Siege Tanks and 3/3 Marines. There might be a problem. I do also thinking removing the "smart AI" on the tanks will help a bit. 
No, this wasn't a game vs you, these were 3/3 ultras (all upgrades), no marines, 8 full energy swarm gardians.
There was also a couple spider mines, but not enough to kill 20+ ultras.
|
On June 21 2012 11:51 Monochromatic wrote:Show nested quote +On June 21 2012 11:16 MNdakota wrote:On June 21 2012 11:05 Monochromatic wrote: I think that you should nerf the tank Ai. Maybe to the version before blizzand buffed it.
Especially after you made them StrongeR.
Just played a guy WhO went tank/viking/Vulture, got to lategame, and you couldn't aTtacK him at all, even with a maxed out army of ultras under dark Swarm. It was just pure ultras and you just a-moved with nothing else... Siege Tanks do 50% less damage even when firing into Dark Swarm I believe. According to StarCraft Wikia: "Shields units in a 6x6 area from ranged attacks. Ranged attacks with splash damage only deal minimal splash damage. Firebat and lurker attacks, and damage from cast abilities, are totally unaffected. The casting player's buildings are shielded; enemy and allied buildings are not." I don't think there's a problem currently with them especially when you attack into 3/3 Siege Tanks and 3/3 Marines. There might be a problem. I do also thinking removing the "smart AI" on the tanks will help a bit.  No, this wasn't a game vs you, these were 3/3 ultras (all upgrades), no marines, 8 full energy swarm gardians. There was also a couple spider mines, but not enough to kill 20+ ultras.
So you had 120 supply worth of Ultralisks... Replay please?
|
On June 21 2012 11:58 MNdakota wrote:Show nested quote +On June 21 2012 11:51 Monochromatic wrote:On June 21 2012 11:16 MNdakota wrote:On June 21 2012 11:05 Monochromatic wrote: I think that you should nerf the tank Ai. Maybe to the version before blizzand buffed it.
Especially after you made them StrongeR.
Just played a guy WhO went tank/viking/Vulture, got to lategame, and you couldn't aTtacK him at all, even with a maxed out army of ultras under dark Swarm. It was just pure ultras and you just a-moved with nothing else... Siege Tanks do 50% less damage even when firing into Dark Swarm I believe. According to StarCraft Wikia: "Shields units in a 6x6 area from ranged attacks. Ranged attacks with splash damage only deal minimal splash damage. Firebat and lurker attacks, and damage from cast abilities, are totally unaffected. The casting player's buildings are shielded; enemy and allied buildings are not." I don't think there's a problem currently with them especially when you attack into 3/3 Siege Tanks and 3/3 Marines. There might be a problem. I do also thinking removing the "smart AI" on the tanks will help a bit.  No, this wasn't a game vs you, these were 3/3 ultras (all upgrades), no marines, 8 full energy swarm gardians. There was also a couple spider mines, but not enough to kill 20+ ultras. So you had 120 supply worth of Ultralisks... Replay please? I'm the guy he played, and here is the replay http://drop.sc/201498 I also think siege tanks need smart AI removed, Smart firing tanks doing that much damage is rather crazy.
|
On June 21 2012 11:58 MNdakota wrote:Show nested quote +On June 21 2012 11:51 Monochromatic wrote:On June 21 2012 11:16 MNdakota wrote:On June 21 2012 11:05 Monochromatic wrote: I think that you should nerf the tank Ai. Maybe to the version before blizzand buffed it.
Especially after you made them StrongeR.
Just played a guy WhO went tank/viking/Vulture, got to lategame, and you couldn't aTtacK him at all, even with a maxed out army of ultras under dark Swarm. It was just pure ultras and you just a-moved with nothing else... Siege Tanks do 50% less damage even when firing into Dark Swarm I believe. According to StarCraft Wikia: "Shields units in a 6x6 area from ranged attacks. Ranged attacks with splash damage only deal minimal splash damage. Firebat and lurker attacks, and damage from cast abilities, are totally unaffected. The casting player's buildings are shielded; enemy and allied buildings are not." I don't think there's a problem currently with them especially when you attack into 3/3 Siege Tanks and 3/3 Marines. There might be a problem. I do also thinking removing the "smart AI" on the tanks will help a bit.  No, this wasn't a game vs you, these were 3/3 ultras (all upgrades), no marines, 8 full energy swarm gardians. There was also a couple spider mines, but not enough to kill 20+ ultras. So you had 120 supply worth of Ultralisks... Replay please?
Ok, I rewatched it and ofcouse I messed my control goups up and put my swarm gardians with my ultras, anyways, here is the replay.
|
On June 21 2012 12:12 Monochromatic wrote:Show nested quote +On June 21 2012 11:58 MNdakota wrote:On June 21 2012 11:51 Monochromatic wrote:On June 21 2012 11:16 MNdakota wrote:On June 21 2012 11:05 Monochromatic wrote: I think that you should nerf the tank Ai. Maybe to the version before blizzand buffed it.
Especially after you made them StrongeR.
Just played a guy WhO went tank/viking/Vulture, got to lategame, and you couldn't aTtacK him at all, even with a maxed out army of ultras under dark Swarm. It was just pure ultras and you just a-moved with nothing else... Siege Tanks do 50% less damage even when firing into Dark Swarm I believe. According to StarCraft Wikia: "Shields units in a 6x6 area from ranged attacks. Ranged attacks with splash damage only deal minimal splash damage. Firebat and lurker attacks, and damage from cast abilities, are totally unaffected. The casting player's buildings are shielded; enemy and allied buildings are not." I don't think there's a problem currently with them especially when you attack into 3/3 Siege Tanks and 3/3 Marines. There might be a problem. I do also thinking removing the "smart AI" on the tanks will help a bit.  No, this wasn't a game vs you, these were 3/3 ultras (all upgrades), no marines, 8 full energy swarm gardians. There was also a couple spider mines, but not enough to kill 20+ ultras. So you had 120 supply worth of Ultralisks... Replay please? Ok, I rewatched it and ofcouse I messed my control goups up and put my swarm gardians with my ultras, anyways, here is the replay.
The main problem is that I think you forgot about Brood Lords. If you remember in Brood War, Guardians countered mech very well especially against sieged tanks and placed mines. An air army would've been the way to go.
I could sit here and point out a lot of things that didn't go very well but remember that Vikings have an extremely slow attack and they cost a bunch to produce while you could've just gotten a nice flock of Mutalisks and harassed with them, picked off tanks and even made them into Brood Lords later on.
Not only that, but you didn't have that many Drones most of the game now remember that a two base Terran and beyond is extremely powerful. Let alone having more than three bases as Terran.
You could keep him inside his base with the Mutalisks and harass him to death with them. Then you could take the whole map and then tech to Brood Lords to finish him off. Now remember, this is more effective against mech but they can be used against a more common bio/mech (marines, tanks and vultures).
You could play around with Spire tech and see how it plays out. Remember, you could snipe SCVs, tanks and even reinforcements to an on-going contain.
If you would like to know more, just ask!
|
On June 21 2012 07:50 TaShadan wrote:sry although i like your map iam going to deinstall sc2 again wish you good luck and yes i know iam a bad loser but i cant handle fucking noob assholes like danko EDIT: jetap thats his iccup rank he is fucking gosu ROFL http://www.iccup.com/starcraft/gamingprofile/Danko__.html
Ahahahhah seriously dude?? (for the record Tashadan got beaten repeatedly by Danko yesterday, both in PvZ and ZvP). Tashadan was B+ on iccup, and has a hard time accepting that he can be beaten by a master player on this mod ^^.
|
danko stop laming over PM be a man and discuss this here you retard
btw in bw the harvesters are not more effective cause of beeing harvesting faster (they are actually slower cause they slow down when approaching the minerals, but i assume you now that cause you are a bw pro) they are "better" cause they bring back 8 minerals instead of 5 also there was a slightly difference between probes/drones and scvs mining time
|
On June 21 2012 17:24 Jetaap wrote:Ahahahhah seriously dude?? (for the record Tashadan got beaten repeatedly by Danko yesterday, both in PvZ and ZvP). Tashadan was B+ on iccup, and has a hard time accepting that he can be beaten by a master player on this mod ^^.
i had a harder time him beeing fucking about broodwar
EDIT: yes if repeatedly means i lost 1-3 its true how often did you win in this mod?
|
|
Any thoughts from the american players?
How does the economy feel?
What can be improved etc?
|
Join EU server now to play some games!
Join the Starbow chat channel to find opponents!
Add me ingame. Gossen.927
|
|
|
|