4. Its cool to have units with huge potential, shining in good hands. I hope one day we will find good solution.
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cant you make a trigger which triggers every time a reaver attacks and spawns a baneling with the following traits, then orders the modified baneling to attack the reavers target?
a. has a different model. b. cannot be targeted. c. cannot be controlled. d. is invulnerable. e. costs no supply. f. moves as if it was a mining worker (unitwalking) g. dissappears after a timer. h. modified stats such as damage, movement speed, acceleration etc.
instead of creating a projectile or something, just create a unit. units have built-in pathing options that will allow you to play around with those kinds of things however much you want right?
no need to reply if you have already tried. just throwing my thoughts out there.
I have an idea how to fix the tank splash bug. Not sure if it'll work since I don't have access to my computer yet, still mid move.
If you create a set of damage effects (just like viking and missle turret) minus the missles for immediate damage, you could have one effect damage in a small radius for just the splash and one effect damage for just the target. That way you can fine tune how much damage the splash will do. Just be sure to make only one effect display the siege tank fire art or it'll double up. The effect that hits the target unit needs to have its damage be [intended damage]-splash=[actual damage for the effect]. The reason for this is the splash damage will overlap and add to the damage of the effect only targetting a single unit. Just some theory crafting, hope its useful!
I think it would be nice to have an IRC room available. I'm not on 24/7 on Starcraft 2, so I'm not sitting in the chat room the entire time either. It'd be a nice place to find a game while not in starcraft, and a really good place for NA and EU to talk about Starbow together. Just a thought. Thanks!
I think it would be nice to have an IRC room available. I'm not on 24/7 on Starcraft 2, so I'm not sitting in the chat room the entire time either. It'd be a nice place to find a game while not in starcraft, and a really good place for NA and EU to talk about Starbow together. Just a thought. Thanks!
As someone who has an IRC client always open; I approve.
Somehow I have never seen this before altho I am in the mapmaking forum every day... hm
So I can't go through 61 pages but it seems this has no highground advantage other than the SC2 shit which is basically near useless. You probably understand what a proper highground advantage would do, if not I try to explain my thoughts on it. I wonder why didn't you add one?
Yeaaa, I guess I suck. I just looked at the pretty unit pictures and strg+f for highground :D Sorry!
I like this project a lot I was thinking about doing sth like that, but in SC2 it's so hard to get any custom maps played so I didn't bother. I hope this can change with Arcade/HotS
that shit is awesome. my suggestions: add broodwar sounds (at least for the lurker attack because i can barly hear it and the spikes arent visible enough), change carrier model into an actual carrier from the sc2bw mod, add better maps. and maybe fix that dark swarm, not sure what happend but it kinda moved up into the sky lol.
On August 19 2012 03:35 Terranlover wrote: that shit is awesome. my suggestions: add broodwar sounds (at least for the lurker attack because i can barly hear it and the spikes arent visible enough), change carrier model into an actual carrier from the sc2bw mod, add better maps. and maybe fix that dark swarm, not sure what happend but it kinda moved up into the sky lol.
That was a bug I think. I just played a ZvT and it didn't do that. It was odd, but the maps a work in progress .
Another bug that needs to get fixed (not sure if intentional), vultures don't shove aside friendly units so you have to sort them out by playing the traffic game.
Finally got to play my first two matches with Ulosethegame, fun stuff!
I've got a question if anyone can answer. What is Tosses answer to stim marines? Marines chew up Tosses bread and butter stalker so cost efficiently all day long with medics. No sentries for guardian shield to help nullify damage, all I can think of is potentially the reaver. Storm comes out way to late unless toss is forced to play purely defensive vs terran early game.
Stalkers early with micro, and by the time terra has decently sized ball and stim you should have HTs with storm or reavers. You can also delay push with dts or even stalkers as they are not really dying when you retreat. Just move stalkers around, atack them from behind as they are moving toward your base. You can easly delay push and kill reinforcement with just couple of stalkers.
Please continue report bugs & errors to me! I constantly aim to improve missing tooltips, weird animations or models, or abilities/units not working as intended.
On August 19 2012 10:11 Kabel wrote: Please continue report bugs & errors to me! I constantly aim to improve missing tooltips, weird animations or models, or abilities/units not working as intended.
Have you thought about introducing various changes to the mechanics of how units move and stuff, like moving shot - (http://www.teamliquid.net/forum/viewmessage.php?topic_id=121769) and MM and such? could be pretty cool :D
Sorry if this topic has already been brought up.. there are lots of pages :/
On August 19 2012 22:55 Gben592 wrote: Question for the Kabel
Have you thought about introducing various changes to the mechanics of how units move and stuff, like moving shot - (http://www.teamliquid.net/forum/viewmessage.php?topic_id=121769) and MM and such? could be pretty cool :D
Sorry if this topic has already been brought up.. there are lots of pages :/
On August 19 2012 22:55 Gben592 wrote: Question for the Kabel
Have you thought about introducing various changes to the mechanics of how units move and stuff, like moving shot - (http://www.teamliquid.net/forum/viewmessage.php?topic_id=121769) and MM and such? could be pretty cool :D
Sorry if this topic has already been brought up.. there are lots of pages :/
Please answer this one Kabel.
Yeah Ive read it before and I agree with the content. Moving shot was a crucial component in BW. I have not looked closely on how all units movent and attack behave in Starbow. If anyone has suggestions on units to improve, please let me notice and I will look at it!