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One of the main problems of the Scout atm seems to be that it is too good at shutting down drops. This was a problem I tried to adress a long time ago with the idea to make Scouts short ranged, but get a "lock on" ability that basically doubles their range when shooting a targetted unit.
Another issue seems to be the phase missile that really seems off on a unit like the Scout. Give it some other use thats more in like with what you would expect from an air unit like this.
In my opinion Scouts should have stats and abilities that reflect the ideas of: Fight any air battle cost effectively. Open for counter play to avoid the high damage output of Scouts with mobility or micro. Use air supiriority to do ground damage. Lose the ability to do safe ground damage if anti air units are there to punish it.
Following this profile there are a few ways to make Scouts fit the role. I think the ground weapon should do a good bit of damage, but at the cost of having a long shoot animation and short range, to make Scouts more vulnerable when hitting ground targets. on the other hand the Air weapon should be fast and fluid to use, but have a chance to miss, or use the ability I described.
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New patch today? Bug and micro stuff?
I tried abduct yesterday, it dont work to use on enemy. Atleast when i tried to use it vs vikings
We Play tonight?
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Patch uploaded.
- Corsair + Scourge have new micro values December sent me.
- I added Corsair micro values to the Viking too.
- Nerve Jammer does not affect burrowed units.
- Units lifted by Graviton beam are invulnerable vs other attacks. Instead an enemy unit takes 4 dmg per second if it is medium or armored, 8 dmg per second if it is light. Lasts 12 seconds.
- Abduct pulls target unit towards itself. If it is an enemy unit, it becomes incubated for 10 seconds. It can´t attack, move or receive any damage during that time. (I fixed so they work vs Vikings too. The graphic is not 100% complete.)
- The macro mechanics are now moved to the normal maps. (Which means there is no test map, since there is nothing else fundamental to test atm.)
- Random invisible bug fixes
Nothing happend to Sentinel or Scout. Viking might need more modifications later on.
And for those who still wonder, here are details for the macro mechanics: + Show Spoiler +http://www.teamliquid.net/forum/viewmessage.php?topic_id=304955¤tpage=455#9090
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- Units lifted by Graviton beam are invulnerable vs other attacks. Instead an enemy unit takes 4 dmg per second if it is medium or armored, 8 dmg per second if it is light. Lasts 12 seconds.
I do not like this change, because requires few micro. I preferred the ability to before because the player could direct the fire on the target with units as dragon, stalker, corsair, scout.
Currently lift, looks alot like stasis field for only one unit.
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On October 31 2013 05:22 JohnnyZerg wrote:Show nested quote +- Units lifted by Graviton beam are invulnerable vs other attacks. Instead an enemy unit takes 4 dmg per second if it is medium or armored, 8 dmg per second if it is light. Lasts 12 seconds.
I do not like this change, because requires few micro. I preferred the ability to before because the player could direct the fire on the target with units as dragon, stalker, corsair, scout. Currently lift, looks alot like stasis field for only one unit.
Why would you target fire a graivton'ed unit? Since the unit can't attack during the time, it makes much more sense to target units that can actually deal damage to you. Thus, the role of graviton should IMO be to neutralize high DPS units during a battle. The opponent should be able to remicro against it by target firing the Corsair.
One problem with the current implementation is the low range of Graviton which means that you can only use it when opponent has very little AA. Thus, I suggested a range buff to make it usefull in more situations.
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Anyone play? Hider, play tvt?
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Unit test map "Starbow Tester 2.0" Updated!
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Xiphias: My Overlords were at these "odd" locations because I sent them along with Zerglings there from the eggs in order to prepare drops.
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On October 31 2013 07:03 Azelja wrote: Xiphias: My Overlords were at these "odd" locations because I sent them along with Zerglings there from the eggs in order to prepare drops. Control click your zergling eggs
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Vulture target firing doesn't really work properly. You can target a unit once, but then next shot it fires randomly.
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On October 31 2013 08:34 decemberscalm wrote:Show nested quote +On October 31 2013 07:03 Azelja wrote: Xiphias: My Overlords were at these "odd" locations because I sent them along with Zerglings there from the eggs in order to prepare drops. Control click your zergling eggs 
You are misunderstanding me, I sent the Overlords AND Zerglings there to prepare drops... How do I drop Lings without Overlords o.o
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On October 31 2013 08:38 Hider wrote: Vulture target firing doesn't really work properly. You can target a unit once, but then next shot it fires randomly. Did you right click or A+leftclick?
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I feel something is off with dropships/warpprisms. They move inside the dropship/prism even if u dont click on it.
Seems that the radius or something is larger than it appears. Or something?
Another thing is units on the choke damage is very bugged. Seems to be across the board and not just the sad dragoon(he ttakes to much crap tbh)
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On October 31 2013 08:56 decemberscalm wrote:Show nested quote +On October 31 2013 08:38 Hider wrote: Vulture target firing doesn't really work properly. You can target a unit once, but then next shot it fires randomly. Did you right click or A+leftclick?
K, tested it in the unitester. It is really really buggy in some situations. Some times it works, some time it doesn't. Please look into it.
@ Banshee vs Goliath
This is quite broken as banshee's trade too evenly in terms of cost efficiency vs goliaths.. There is no way that can be balanced as banshee's are almost as easily massable as goliaths + they have a lot more mobility + a lot more micro friendly in small battles (pulling injured banshee's away is quite efficient as well).
Factories cost 200/100 to produce so its not easy for a meching player early game to get out a lot of Goliaths (this is different from how protss and zerg works). This simply means that Goliaths needs to be significantly cost effective vs Banshee's.
Problem is that banshee's are light so goliaths only deal 10 damage to them. We need to change that - Otherwise TvT will be about massing air units.
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I think some attack cooldowns are wrong.
Devourer should have: 6,3 attack cooldown(?) Seems very high Reaver: 3,78, he have over 4 now.
Every cooldown = 0,062~ But it is maybe wrong. And do not work like this when the cooldown is very high, 50+
Oh btw, i think the devourer passive ability dont work 100% correct. Like it doesnt stack properly. And doesnt give +damage(?)
It must be that its wrong cuz he already do more damage than in bw through his autoattack. Besides, if he should have a 6,3 attackcooldown he do tons more damage here
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Goliath air should have 1.39(same as his ground speed) Also +4 each weapon upgrade for his air attack
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Anyone wanna play tonight?
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I want to try this mod out. Where can I find a full explanation of what the changes are and what every unit/ability does?
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