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@kabel Alright i got it. Can choose from "characters" and "units"
Possible to get the units from storymode, i mean the units that is another race. The mix of protoss and zerg?
edit: not many models for protoss man. Thats sad
edit2: possible to make new models? OO where did snetinel come from? New model program in beta from blizzard. Anyone have any news?
edit3; Ok, i found the advanced spoilers also.
Possible to add models made by fans into the editor and use them yourself?
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On September 20 2013 20:47 Hider wrote:Show nested quote +Hmm, in broodwar when he cast emp he had a more delay than he do now right? Was not nobrain to use it, were rather har I think radius was larger n BW (at least it looks that way).
Yea, Emp had a large delay and a larger AOE. If you were good at aiming, you had a guaranteed hit, but since the casting time and SV acceleration (was quite slow to accelerate iirc) also played a big role in aiming EMP's, it was nigh impossible to hit a dodging enemy if the science vessel had to move before the cast.
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On September 20 2013 20:22 Hider wrote:Show nested quote + The major nerf is that it takes 12 seconds to warp in stuff though, instead of 5 sec like in SC2. But this is due to how powerful Warp gate is at shutting down smaller harassment.
Yes my suggestion is to reduce the time you have to wait before you can warp in by 12 seconds for all units. This way production comes at a similar pace and the major downside to warpgate is that you can't warp in Immortals. I really don't think the current double-nerf (slower production and no immortal) is needed for Warpgate as long as it doesn't shut down harass.
Remember that cooldown starts right away after the warp - in process has started, not after the 12 seconds. So if you reduce the BT by 12 sec as well you get faster production in general by WG's.
GJ on the editor finding the "right" stalker/dragoon composition.
@ Toss core units.
Another thought. I really think we should keep the immortal model and make it do a different air attack than ground attack (not as strong), and thus keep stalker at gateway. The Stalker Vs Immortal/dragoon becomes too similar if Immortal/dragoon deals with air nicely. But if they do not deal with air that well, then we need stalkers on gateway ofc, or else mutas become horribly strong early-game.
How about same dmg vs air but shorter range for immortals? <--- (maybe a bad suggestion..) Or something. Just a difference to show that this is a unit that deals better vs ground units than air units, and the stalker is better at dealing with air than the immortal.
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On September 20 2013 20:51 Foxxan wrote:
edit: not many models for protoss man. Thats sad yea. we'll probably get tons of models for toss when LotV comes out. All of the extra models are from the campaigns.
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Remember that cooldown starts right away after the warp - in process has started, not after the 12 seconds. So if you reduce the BT by 12 sec as well you get faster production in general by WG's.
Oh wasn't aware of that.
Bio vs protoss
Tested this in the unit tester. Some interesting findings;
- Slowzealots are useless vs bio. At least vs heavy marine play. - A-moved Stalkers vs a-moved marines --> stalkers gets raped. - Stalkers that kite rape marines. Stim doesn't really help here as it takes so much of marines HP. - Stalkers even rape stimmed marines + medis. The latter doesn't actually help when Stalkers kite as medi's just spent the majority of the time running after the mariens instead of healing them. - Stalkers get raped by marines + medis if you don't kite.
Conclusion: There is a double-effect of kiting with ranged units vs bio as you both minimizes damage taken from marines and marines also die much faster due to not beaing healed by medi's.
Possible effect on gameplay
- Medi's are definitely not op vs protoss.
- Ghostless bio may just be underpowered actually. Yes you can mix in maurauders, however then I would expect to see somewhat similar results as Immortals can kite as well.
- With these results Sentinels with phase missile aren't needed. Tbh though I would prefer that medis could heal while they move (or at least have a speed-button as well), because I really don't wanna see ghosts being a neccesity in the early + early midgame vs protoss if you go bio.
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How much pathing editing (if any) have you done? I feel like with the recent blog on pathing, if you [frankly] dumbed down the pathing, it might make micro a little more interesting.
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hahaha don't mention that blog here. i think everyone completely disagrees with it.
in short, pathing doesn't make micro more interesting, except in very specific instances - most of which can be done in less frustrating ways that give the player more control.
The only pathing editing that we've done is the thing that slows down movement if the unit is behind another - which is a much cleaner solution than fucking up pathfinding.
hey kabel, can you look at the Test Map hotkeys for Roach? maybe it's a language thing, but i'm not getting any hotkeys for Roach/Virophage , Morph to Roach, or the Roach Tunnel Ability. I can edit the morph to roach manually in the hotkey editor in-game, but the Roach building seems to share a Hotkey Alias with the Viper Nest (i change the hotkey for roach building it removes the viper nest hotkey, and vice versa) - the roach doesn't show up in the hotkey editor at all.
edit - nvm i can change the roach structure hotkey. won't let me set it to V for some weird reason.
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On September 20 2013 23:48 Phyanketto wrote: How much pathing editing (if any) have you done? I feel like with the recent blog on pathing, if you [frankly] dumbed down the pathing, it might make micro a little more interesting. Units automatically spread out when idle.
Units will eventually turn into a column sort of formation.
The micro rework that modified how units actually fight yielded incredible boons to the micro ability of units. Pathfinding is just another helpful tool alongside it.
We have definitive proof via tons of hours of playtesting it isn't just pathfinding that makes for great micro.
If you want to see it in action yourself simply make a game vs AI, hop on the starbow chat channel for a match (we play frequently on EU server), or look at any of the recent vods or restreams.
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Normal maps updated with bug fixes etc.
Test map removed. It has some bugs with Roach etc. I will try to get them up tomorrow again.
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On September 21 2013 00:23 Kabel wrote: Normal maps updated with bug fixes etc.
Test map removed. It has some bugs with Roach etc. I will try to get them up tomorrow again. Try deleteting all other localizations except for EnGB (your locale I presume) and then re-adding all others back again.
See if we can squash the singularity/duality localization bug.
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On September 21 2013 00:11 decemberscalm wrote:Show nested quote +On September 20 2013 23:48 Phyanketto wrote: How much pathing editing (if any) have you done? I feel like with the recent blog on pathing, if you [frankly] dumbed down the pathing, it might make micro a little more interesting. Units automatically spread out when idle. Units will eventually turn into a column sort of formation. The micro rework that modified how units actually fight yielded incredible boons to the micro ability of units. Pathfinding is just another helpful tool alongside it. We have definitive proof via tons of hours of playtesting it isn't just pathfinding that makes for great micro. If you want to see it in action yourself simply make a game vs AI, hop on the starbow chat channel for a match (we play frequently on EU server), or look at any of the recent vods or restreams. As long as things stay in formation and I can do a moving show, I'm happy. Do air units still stack? Considering the amount of air AoE, it might not be a good idea, but still.
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On September 21 2013 00:49 Phyanketto wrote:Show nested quote +On September 21 2013 00:11 decemberscalm wrote:On September 20 2013 23:48 Phyanketto wrote: How much pathing editing (if any) have you done? I feel like with the recent blog on pathing, if you [frankly] dumbed down the pathing, it might make micro a little more interesting. Units automatically spread out when idle. Units will eventually turn into a column sort of formation. The micro rework that modified how units actually fight yielded incredible boons to the micro ability of units. Pathfinding is just another helpful tool alongside it. We have definitive proof via tons of hours of playtesting it isn't just pathfinding that makes for great micro. If you want to see it in action yourself simply make a game vs AI, hop on the starbow chat channel for a match (we play frequently on EU server), or look at any of the recent vods or restreams. As long as things stay in formation and I can do a moving show, I'm happy. Do air units still stack? Considering the amount of air AoE, it might not be a good idea, but still. Mutalisks have an ability that lets them change how spread out they are. To switch modes they have to stop for a second (to prevent free on the fly defense against aoe.
So just like with clumping or not using ground units, it is a choice.
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Are there any plans for moving shot to mutalisks?
Update on bio micro vs toss Tested this with Dirty. Best way to micro marines vs stalkers is to just stim and right click on the ground untill you have catched up to stalkers. Best way for stalkers to micro against it is to to just run away untill stim is done --> quite lame type of micro which I unfortunately fear may be what will occur in a lot of real games.
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On September 21 2013 01:00 Hider wrote: Are there any plans for moving shot to mutalisks? Identified what is wrong.
I gave kabel some values to make the micro MUCH more effective. Stacked muta formation will be perfectly microable if Kabel puts in the values correctly. Unfortunately, I do need to rework how muta spreading out works. Default non stack formation mutas will still be stupid sometimes.
Due to the bug lalush found, units who are even slightly overlapping will stop in place when shooting.
To get around this and still have mutalisks that are able to be spread out I will need to build a system for manually spreading out mutalisks.
As usual, the sc2 engine makes my job hell on earth to do anything remotely simple.
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Did we fix the splash dmg problem? Are corsairs good vs mutas now?
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@Bug http://drop.sc/360070 replay
When goliath shoots at mutalisk. They are in the middle left of the map, around 7min. (They are only there goliath vs muta once)
They do no damage some shots.
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@Sentinel sphere spell
Imagine this.
He plants it when an enemy is nearby (five or six range), and after three seconds it detonates and shoots in a straight line toward that target in an aoe just like now up to 15range. No enemy nearyby = spell dies
To dodge it, enemy must move left or right (not backwards).
25mana, cooldown 10sec. 15spell damage(aoe) with sloweffect. Two sec slow. To make it a reactionary spell used in direct combat.
Imagine if speedzealots chase hydras and now sentinel moves closeby, casts it. Hydra must now move right or left to dodge it, so zealots can closeby
wrong values in realmap
Lurkers back to 140hp and armored for example dragoon and stalker have both 2 in attackspeed? What has happened?
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Dragoons/Stalkers have an attack speed of 2 in the "real map" which probably is an error.
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More bw values
Warpprism speed upgrade 200/200 Marine range upgrade 150/150
Ghost - 45hp, 10 consussive damage Sunken colony 40 explosive damage, total price is 125
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