[A] Starbow - Page 47
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Deleted User 97295
1137 Posts
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Kabel
Sweden1746 Posts
Join the Starbow Chat channel to play or observe with us! | ||
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Deleted User 97295
1137 Posts
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Jetaap
France4814 Posts
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MNdakota
United States512 Posts
On August 01 2012 07:11 Jetaap wrote: archons are not doing damage under dark swarm. Because they're not melee I thought? | ||
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Kabel
Sweden1746 Posts
Thanks for all the games today all EU players. As ususal, report errors, feedback or other stuff here! | ||
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MNdakota
United States512 Posts
On August 01 2012 07:33 Kabel wrote: yep, gonna fix that for tomorrow.. ultras were supposed to have 1 armor.. by misstake I made it 10 :p Zero is for far from one. How can you make it 10? xD Unless you use numpad. :| | ||
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Kabel
Sweden1746 Posts
On August 01 2012 07:34 MNdakota wrote: Zero is for far from one. How can you make it 10? xD Unless you use numpad. :| I was drunk as a giraffe pussy | ||
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MNdakota
United States512 Posts
Ew, what the fuck? | ||
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MNdakota
United States512 Posts
Nevermind... no one is on! | ||
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JustPassingBy
10776 Posts
"Wtf? No splash on the ultras? Aren't they useless then...? Oh, what the hell? 13 Armor?! Guess they're not useless after all!" | ||
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Jetaap
France4814 Posts
In broodwar archon under swarm would work like tanks: no direct damage but there is still splash damage. Interesting read on dark swarm in broodwar (i had no idea it worked like that): http://www.teamliquid.net/forum/viewmessage.php?topic_id=38851¤tpage=2 | ||
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Kabel
Sweden1746 Posts
I was looking at the Ultralisk and it turns out it actually has 1 armor only! And carapace upgrades only gives it +1 too.. Still, in the games we played yesterday, the ultralisks had 10 armor! Any ideas how that can be? :o | ||
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MNdakota
United States512 Posts
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Kabel
Sweden1746 Posts
--- Fixes --- Dark Swarm now takes damage from splash. Dark Archon sound fixed Lots of small bug fixes I am trying this movement system for now: Join Starbow Chat channel now to play some games! | ||
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Kabel
Sweden1746 Posts
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O.Golden_ne
Australia204 Posts
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Kabel
Sweden1746 Posts
On August 01 2012 21:36 O.Golden_ne wrote: edit: nvm Don´t be shy ![]() I have now fixed the issues caused by the new patch.. Hopefully things will work now.. The only thing left that I did not fix was the Stalker + Void Ray texture.. they now use the old grey ones.. not a big deal for the gameplay, but a big deal for the eye ![]() Join us now on EU to play or observe! Starbow chat channel is the place | ||
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TaShadan
Germany1978 Posts
maybe i have time to play later | ||
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Kabel
Sweden1746 Posts
Right now, if you have a detector over the spider mines your units will auto attack them. If other units are attacking your units, they will ignore attacking the spider mines and instead focus on shooting back. (This can make your units move into the mine field when they chase the enemy) If a spider mine is unburrowed and moves towards you, you can target fire it if you are quick, but your units will not auto attack them. And this causes much frustration. If I make unburrowed spider mines moving towards you attackable, that makes a group of stalkers or hydras don´t even need detection. You can A move into a mine field. When the spider mines pop up they get auto shot down by the ranged units. You don´t have to fear spider mines any more.. Suggestions: - Make unburrowed spider mines invisible and attackable. This means that the spider mine is always invisible, from that it burrows until it explodes.. So you must have detection all the time. And if you have, you can A move into a minefield with ease. But you can no longer tempt the mines to pop up and then you snipe them. (A good old classic trick the pro-gamers used in BW) - Make spider mines unburrow much slower, which gives players more time to target fire them or move away. But they will not be auto-attacked. They can only be auto-attacked while burrowed. - Make spider mines explode as soon as you walk on them. But if so, you can´t drag them into the opponent. Thoughts? | ||
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