On May 21 2011 21:30 videogames wrote: Well this surely affects bunker rushes and stuff, should be fixed asap.
How is it a "bug" when the designers intended to type in 0.2500 ( That's 6 key inputs ) while the other two are given a 0.1670 ( Also 6 key inputs )...
Seems unreasonable to assume someone would randomly miss click the last 4 keys when it's clearly intentional by design.
Bunker rushes have existed since 2001 and with 60 hp without a problem...
On May 21 2011 21:30 videogames wrote: Well this surely affects bunker rushes and stuff, should be fixed asap.
How is it a "bug" when the designers intended to type in 0.2500 ( That's 6 key inputs ) while the other two are given a 0.1670 ( Also 6 key inputs )...
Seems unreasonable to assume someone would randomly miss click the last 4 keys when it's clearly intentional by design.
Bunker rushes have existed since 2001 and with 60 hp without a problem...
probably all the workers had the drone's number, but when they switched it to .1670, they forgot the drones. for some reason.
I thought this was common knowledge? one probe can block a hatch for an eternity vs one drone, but a drone cannot block a nexus for long due to the probe hitting the drone.
That's why most zergs brings two drones to their first hatch, to try and deal with the probe.
On May 21 2011 22:21 OFCORPSE wrote: I thought this was common knowledge? one probe can block a hatch for an eternity vs one drone, but a drone cannot block a nexus for long due to the probe hitting the drone.
That's why most zergs brings two drones to their first hatch, to try and deal with the probe.
They definitely had good foresight when they designed it such that the player creating the hatch would have to fight their way to getting it rather than making it easy for them to do so.
This feels like it matters most for the Ultralisk actually. In game, it quite often looks like the Ultralisk is hitting (attack animation + hit sound) but it doesn't feel like they're doing that much damage. And that's because they're not! They're already pretty slow anyway and get in each others way. So they're actually even worse than they look.
On May 21 2011 21:30 videogames wrote: Well this surely affects bunker rushes and stuff, should be fixed asap.
How is it a "bug" when the designers intended to type in 0.2500 ( That's 6 key inputs ) while the other two are given a 0.1670 ( Also 6 key inputs )...
Seems unreasonable to assume someone would randomly miss click the last 4 keys when it's clearly intentional by design.
Bunker rushes have existed since 2001 and with 60 hp without a problem...
probably all the workers had the drone's number, but when they switched it to .1670, they forgot the drones. for some reason.
Or perhaps because drones are the only worker capable of recovering while being attacked that they have a different input.
On May 21 2011 22:55 theSAiNT wrote: This feels like it matters most for the Ultralisk actually. In game, it quite often looks like the Ultralisk is hitting (attack animation + hit sound) but it doesn't feel like they're doing that much damage. And that's because they're not! They're already pretty slow anyway and get in each others way. So they're actually even worse than they look.
But they dodge the claw attacks by moving away from them... it's like stopping to punch, but your arms couldn't reach... They move quite fast when given creep ( 1.3 x 2.95 )
On May 21 2011 22:55 theSAiNT wrote: This feels like it matters most for the Ultralisk actually. In game, it quite often looks like the Ultralisk is hitting (attack animation + hit sound) but it doesn't feel like they're doing that much damage. And that's because they're not! They're already pretty slow anyway and get in each others way. So they're actually even worse than they look.
But they dodge the claw attacks by moving away from them... it's like stopping to punch, but your arms couldn't reach... They move quite fast when given creep ( 1.3 x 2.95 )
It would nice if the game didnt make a sound that corresponds to hitting the units but instead made a whiffing sound so you know you are being kited and you dont expect yourself to doing damage
Nice find, this is also one ridicilous thing that is "broken" with Zerg, which Blizz does not even intend to take care about. They don't love us Zerg man!
E: Oh well, one of the main dudes behind sc2 has said that he doesn't know how to play Zerg..
Q: "So few zerg players has made it to top 200 (NA), does it not indicate zerg is underpowered?" Chris: "That’s not actually the case,” says Chris. “We have fewer Zerg players overall. I avoid playing Zerg as much as possible because I find them to be just more complex in general. Zerg, or rather larvae management is harder for me to deal with, so I don’t enjoy playing them as much.”
That quote is from an old interview, but I think nothing has changed in larvae management/etc so far.
i've been annoyed at this for a long time. to get your hatch down you need to bring 2 workers cause 1 simply won't ever give damage to the blocking worker.
well not that i whine about zerg :S alot of stuffs in zerg are simply 'half-production'. look at roach speed and burrow icon. but somehow this worker attack value can be set wrong is beyond ridiculous lol
>_> current blizz design team really have no love for zerg.
On May 21 2011 21:30 videogames wrote: Well this surely affects bunker rushes and stuff, should be fixed asap.
I think this is probably the biggest and most useful statement here since while SCVs no longer construct "within" the building they are making, the scvs does still move and if a drone whiffs a few times while the scv is building then that makes a pretty big difference imo.
On May 20 2011 20:48 Bond(i2) wrote: Bring back the Broodwar drone!
You mean the acid spines from Drones? I agree.
Actually when I first started playing Starcraft 1, I thought Drones were the better workers since "it looked" like they were ranged (like the Hydralisk) and therefore better than the other workers which had "Melee" attacks.
On May 21 2011 22:55 theSAiNT wrote: This feels like it matters most for the Ultralisk actually. In game, it quite often looks like the Ultralisk is hitting (attack animation + hit sound) but it doesn't feel like they're doing that much damage. And that's because they're not! They're already pretty slow anyway and get in each others way. So they're actually even worse than they look.
But they dodge the claw attacks by moving away from them... it's like stopping to punch, but your arms couldn't reach... They move quite fast when given creep ( 1.3 x 2.95 )
It would nice if the game didnt make a sound that corresponds to hitting the units but instead made a whiffing sound so you know you are being kited and you dont expect yourself to doing damage
It actually does make a whiffing noise when the drones attack gets "dodged"
I don't fix it's gonna be fixed until.. heart of the swarm or something. This kind of "bug" (intentional nerf to the zerg race) make me feel so mad about Blizzard's approach of balance...
On May 21 2011 21:30 videogames wrote: Well this surely affects bunker rushes and stuff, should be fixed asap.
Bunker rushes have existed since 2001 and with 60 hp without a problem...
In StarCraft 1 Drones had a very short ranged attack (Range 1, I think), and in SC2 they are melee. I'm pretty sure the 1 range thing fixed this problem (attack animation could get off in time), but I'm not completely sure.