Make sac alter display a message for the first 5-10 times, then no more.
don't remove new marines when 3 exist and goon is by sac alter, as that should really just count as mana->money spell, not really using the necro to fight.
evade/sub needs warm up (not cool down). its op and can destroy a base easily, then the ninja just poofs.
lings in kerri's L2 needs 100% hp, as medic heals the lings.
spawns sometimes just freeze (for about a second), and tend not to attack invisible/burrowed units randomly.
the larva form the hatchery stay around long enough to make a unit. i can make zlings for 50 mines. I haven't tested to see what happens if i do make an egg.
after necro dies, the hatchery is still owned by the player.
defilers wraith spell is op with stacked casts, because of the ability to target heroes. perhaps throw a quick [give to p12] in between shots, so any movement of the wraith (targeting/moving) will be canceled.
cannons mid barley protect the east entrance.
enable 1 time stacking over cannons/pylons? (stack 1 building over all cannons/pylons then kill them at the beginning of the game)
sacrificing of zealots at sac pit?
Spice up your spells
for spells (such as the necromancer's creating of rines/ghosts, the 4 wraiths on defiler, goons on kerri) use mobile grid.
Kerrigan's spell alternates: X=goons K=Kerri O=Blank
XOO
OKO
OOX
AND
OOX
OKO
XOO
AND
OXO
OKO
OXO
AND
OOO
XKX
OOO
alternating every cast (similar to the ghost's wraith spell in temple siege Athlith)
for defiler, just have a static (or alternating) 4 corner
XOX
ODO
XOX
OR
OXO
XDX
OXO
for the goon's necro placement, use a 4 quadrant outlook on the spell (Cartesian coordinate). Doing this will always spawn the necros to the outside of the battlefield.
If on (X,Y): M=marine/ghost
OOM
OGO
OOO
If (-X,Y)
MOO
OGO
OOO
etc. (of course, you can reverse it and make the necros spawn to the inside to the battlefield.)
Post has been edited 2 time(s), last time on Oct 27 2009, 5:58 pm by fat_flying_pigs.
None.