Is this mod finished? Is it in an alpha, or a beta phase? The first post doesn't say.
[A] Starbow - Page 48
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Natespank
Canada449 Posts
Is this mod finished? Is it in an alpha, or a beta phase? The first post doesn't say. | ||
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Danko__
Poland429 Posts
Not finished, but not sure if creator is calling it already "beta version" :D | ||
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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? Regarding the OP: Is this mod finished? Is it in an alpha, or a beta phase? The first post doesn't say. Still beta. Every day we play it we find new things to fix. Just make them low priority, like mining workers. Hold position, and your units are not charging into enemy, but killing mines when you have detector. Its not working like that right now? Not finished, but not sure if creator is calling it already "beta version" :D Spider mines are low priority. If nothing is around, your units attack them. But as soon as the enemy units are nearby, your units ignore the spider mines and shoot back at what is attacking them. And if a mine unburrows and tries to attack you, you must target fire it. Otherwise it will move towards your army and explode.. So as you say, thats the way it works now. | ||
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Danko__
Poland429 Posts
I didnt know they are not autotargeted at all after unburrowing. | ||
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MNdakota
United States512 Posts
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Kabel
Sweden1746 Posts
Replay of the day on EU: http://drop.sc/232423 Also, feel free to discuss "Infect creep." Right now it sucks. The damage it deals is of no significance. How can it become useful? - More damage per second? - Heal your units instead? - Slow enemy units? - Give armor to your units? | ||
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Deleted User 97295
1137 Posts
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Danko__
Poland429 Posts
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Kabel
Sweden1746 Posts
On August 02 2012 03:34 Danko__ wrote: It fullfills same role as lurker, but is weaker, cheaper and earlier + not so versalte. I dont like it at all in current form, you even counter it same way, just bringing detection. If it heals your units instead? Transfuse heals 1 big target, Infect creep heals all small target in an area for 30 seconds.. perhaps Zerg can´t regenerate otherwise, and with Infect creep you regenerate maybe 2-3 hp per second.. You can use it when attacked to give extra regeneration in the area.. or out of combat to heal your stuff when your army is red.. or something | ||
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Danko__
Poland429 Posts
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MNdakota
United States512 Posts
On August 02 2012 03:46 Danko__ wrote: AOE slow? Zerg has none right now. Infestor does I believe? | ||
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Kabel
Sweden1746 Posts
"Infest" makes infestors launch a missile at target unit. When it impacts it applies a buff to all nearby units. They attack and move 50% slower for 20 seconds. | ||
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Danko__
Poland429 Posts
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Kabel
Sweden1746 Posts
On August 02 2012 03:53 Danko__ wrote: Yeah, right. Had no occasion to use them yet. What about other kind of annoying debuf? Nothing what kills, or slows. Maybe LOS blockers :D Creep starts to generate smoke xd What can that spell do that actually makes Zerg want to use it? | ||
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Danko__
Poland429 Posts
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TaShadan
Germany1978 Posts
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Roblin
Sweden948 Posts
On August 02 2012 03:26 Kabel wrote: I can´t come online anymore today on SC2. Replay of the day on EU: http://drop.sc/232423 Also, feel free to discuss "Infect creep." Right now it sucks. The damage it deals is of no significance. How can it become useful? - More damage per second? - Heal your units instead? - Slow enemy units? - Give armor to your units? when you wrote to me about the spells I did have concerns regarding this. at that time you asked me what it could do to be useful and I told you the truth: anything useful. including dealing damage and other effects. I did have thoughts about your proposed power, in the sense that it would be too weak, but I chose not to voice them, simply because that is a balance issue, not a design issue. afterall, if it dealt 100 dps it would fulfill the desired role, thus since a weak version of the spell is not useful and an overpowered version of the spell is, it is a balance issue, not a design one. an example of where an overpowered does not fulfill a role: lets say lockdown permanently immobilized the target. clearly overpowered, but it does not help in anyway with mobility. thus lockdown as a mobility spell is a design error. so technically speaking the spell should not necessarily need to be changed. just strengthened. afterall, in battle 3 health regen really isnt that much effective extra health, considering only hurt units regenerate, so changing the effect will not magicly make it more useful, if the simple power of it is still not enough. I propose a straight up buff. make it clearly overpowered and try playing a few games like that in an attempt to gauge what strength it should have. then nerf it to something more appropriate. in other words: make it so strong that people will want to use it just because it is so good. then people will use it naturally after having "discovered" it. similar to what blizzard did with infestors: noone used fungal, they buffed fungal, people started using fungal, they re-nerfed fungal, people still used fungal. manipulating the masses is extremely easy. it doesn't matter what the spell does if the effect is weak, similarly, it doesn't matter exactly what the spell does as long as its strong. what this means is that no matter how you change a weak spell, a weak spell will rarely be used. in return it also means that you can change the spell in any way you want, as long as it gets a strong buff (and still fulfills the design criteria). as for it having the same counter as lurker (detection), that is easily fixed. for example: after having used infect creep, the effect persists for the full duration regardless of whether the creep tumor lives. or: the creep tumor is destroyed upon using the spell, the effect then persists for a duration. that way, detection will actually not help against the ability. //Roblin | ||
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MNdakota
United States512 Posts
If you would like the stream to go back up for today, just say so! ![]() | ||
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cLAN.Anax
United States2847 Posts
X-D I'm kidding.... Looks like fun; nice job. May have to try a match with this. ![]() | ||
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ScorpSCII
Denmark499 Posts
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