Staredit Network > Forums > SC1 Map Showcase > Topic: Desert Strike Night - Fixed
Desert Strike Night - Fixed
May 11 2010, 10:37 am
By: Lanthanide
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Jan 12 2012, 3:39 am Lanthanide Post #401



Standard ghosts have a range of 7. All hero ghosts have a range of 6.

I use Kerrigan for the reaper for two reasons:
1. Useful unit to fit the niche, due to concussive damage rather than normal damage like raynor
2. Her unit graphics have the jet of orange hair, clearly distinguishing her from the regular ghosts (which use lockdown). It also looks more like the reaper's jetpack as a bonus.

All other hero ghosts fail on point 2.



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Jan 12 2012, 3:40 am Leon-037 Post #402



Is it possible to try putting your own sound wav every time the specific unit under the Infestor dies?



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Jan 12 2012, 4:07 am Mp)HellFire Post #403



Quote from Leon-037
Is it possible to try putting your own sound wav every time the specific unit under the Infestor dies?

he just said no, because you can hear it 100% volume all over the map.



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Jan 12 2012, 4:17 am Leon-037 Post #404



Well excuse me for not finding it, but where does he, assuming you mean Lanthanide, say that?



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Jan 12 2012, 4:18 am Lanthanide Post #405



I didn't say it in this thread, but in another one dealing with playing wav sounds when units die, where I remarked that it's not a great idea because you hear it all over the map.

Could you imagine hearing the kerrigan death south (or other sound) every 2 seconds, regardless of what you were looking at on the screen, whenever any player had an infestor on the field? Everyone would quit.



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Jan 12 2012, 8:14 pm Rivalz Post #406



Quote from Lanthanide
Could you imagine hearing the kerrigan death south (or other sound) every 2 seconds, regardless of what you were looking at on the screen, whenever any player had an infestor on the field?
I imagine it would be EPICALLY ANNOYING!!! :bleh:


Back to the nuke changes... Could you have the Armageddon waste disperse mostly around the team's own fortress for additional defense? Currently the confused and heavily damaged units scatter on their side and trip all the mines which is a waste since they are already weakened from the initial blast. The nuke is now a decent way to stop an infest or DJ but it is still not a true 'counter' move.

Thanks again!



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Jan 12 2012, 8:33 pm Lanthanide Post #407



Well the way it works at the moment is it places 2 mines in each of the AI zones that are used to control lurkers, and then also places additional mines at the spawn points and silo location. There are 19 of the lurker AI zones in total.

In older versions, I placed the mines on the enemy half of the field only (the same size that had all of the units destroyed on). In more recent versions, it now places mines across the entirety of the map.

Are you suggesting that mines should only be placed on your side of the map, and not the enemies side? Presumably you'd still like the mines to be placed at the spawn point?



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Jan 12 2012, 9:04 pm Rivalz Post #408



The only real conflict with the new nuke is the confusion effect, if there was none I would say to put the mines at the enemy side ahead of the spawn point/Night defense so they would not be overpowered. But since there are virtually no mines remaining for the next spawn the ability for Terrans to push back is limited. I still like the new version better even with no residual mines surviving... :shifty:



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Jan 12 2012, 9:46 pm stimmed. Post #409



Are you going to bring back Marine range in 2.48?

Marines 45 hp with range?

or 50 hp with no range...?

I think the Terran Nuke is fine just the way it is, as long as BC continues to always hit defense/temple.

Post has been edited 1 time(s), last time on Jan 12 2012, 10:04 pm by stimmed..



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Jan 12 2012, 9:46 pm Lanthanide Post #410



Well in the older versions where it destroyed all units in the enemy half of the field, about 90% of the times no mines except those in the spawning position would actually go off. This is because the next special of any type cast would remove all existing mines on the field.

If the request is to remove the most of mines from the enemy half (except at the spawn point) and put them in your half of the field as a defensive measure, then I can see that. But if the request is just to remove mines from the enemy half with no compensation, I'm not sure why you'd ask for that.

However it must be noted that there are diminishing returns to placing too many spider mines: they tend to all get activated at once and you get multiple mines blowing up on individual units, so you haven't really achieved much. I think increasing the number of mines placed defensively will in total reduce the utility of the mines and won't significantly increase their defensive capabilities. Also mines are still removed the next time anyone casts an infestation/MC (although they now remain after an enemy casts nuke) so if your idea is to keep mines on the field for defence against future waves, a lot of the time they'd be destroyed first anyway. Finally, the best defence is a good offence?

Marines 50 hp with no range upgrade.



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Jan 12 2012, 11:20 pm 3FFA Post #411



Quote from Lanthanide
Well in the older versions where it destroyed all units in the enemy half of the field, about 90% of the times no mines except those in the spawning position would actually go off. This is because the next special of any type cast would remove all existing mines on the field.

If the request is to remove the most of mines from the enemy half (except at the spawn point) and put them in your half of the field as a defensive measure, then I can see that. But if the request is just to remove mines from the enemy half with no compensation, I'm not sure why you'd ask for that.

However it must be noted that there are diminishing returns to placing too many spider mines: they tend to all get activated at once and you get multiple mines blowing up on individual units, so you haven't really achieved much. I think increasing the number of mines placed defensively will in total reduce the utility of the mines and won't significantly increase their defensive capabilities. Also mines are still removed the next time anyone casts an infestation/MC (although they now remain after an enemy casts nuke) so if your idea is to keep mines on the field for defence against future waves, a lot of the time they'd be destroyed first anyway. Finally, the best defence is a good offence?

Marines 50 hp with no range upgrade.

by no range upgrade do you mean no range upgrade on academy because it starts out already researched or just no range upgrade at all?

edit: also, I think you should make terran marines be a bit more viable than they currently are. Right now the bio army of terran is pure reaper with maybe 1-2 depots for firebats but they tend to become useless so most go for pure reaper into mech(in tvt reaper-> goliath and/or unsieged tank with reapers failing to mech because they are concussive). In SC2 reapers aren't very viable at all for massing so I understand making them viable but making them so powerful that no one wants to get the other options for bio is a bit much.



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Jan 12 2012, 11:44 pm Lanthanide Post #412



Marines cannot get the range upgrade - it is not researchable from the academy. War Pig Mercenaries start with it free.

This is how it currently is in 2.47. There are no changes being made, just marines will go from 45 hp to 50. Marauders and War Pigs also get +5 hp, as outlined earlier. I think this should help make these as more viable bio units because they will all now survive 1 extra attack by a zergling, and marines and marauders will survive 1 extra hit from a zealot.



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Jan 13 2012, 1:13 am 3FFA Post #413



Quote from Lanthanide
Marines cannot get the range upgrade - it is not researchable from the academy. War Pig Mercenaries start with it free.

This is how it currently is in 2.47. There are no changes being made, just marines will go from 45 hp to 50. Marauders and War Pigs also get +5 hp, as outlined earlier. I think this should help make these as more viable bio units because they will all now survive 1 extra attack by a zergling, and marines and marauders will survive 1 extra hit from a zealot.
K. Hopefully this will be true in testing too. The problem with reapers over them though that I don't think this fixes is that reapers are able to be rushed straight to. As in Ebay+Mass Reapers by red > Mass lings by green with 0-1 hits being dealt to the group of reapers.



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Jan 13 2012, 7:31 pm coolglaze Post #414



I found a bug playing 1v1... Arbiter always spawns when killed even when spawning time is over.. Haven't seen in 2v2 i think because of alternate spawn of different race you can't notice it.. But maybe it also happens in 2v2..



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Jan 13 2012, 7:42 pm Mp)HellFire Post #415



you should post the replay go to Last Replay and it should be there unless u played a diff map after



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Jan 13 2012, 7:47 pm Lanthanide Post #416



That's not a bug, it's a feature.

You can only have 1 hero of any type on the battlefield at a time. When it comes to spawning time and you have a hero on the field already, the hero you whould have spawned is saved in a backup area until the one that is on the field dies. Then, as soon as the one on the field dies, the one from the backup will be used. It's been this way since I implemented the heroes way back in 1.50 or whatever.

The reason for this is that each player can only build 1 of the hero buildings, and if you had a 2v2 situation where 2 players were protoss, there would be no point in the 2nd player building the arbiter tribunal if it almost never resulted in a mothership being spawned on the field because the first one was still alive. In this case, the arbiter from the 2nd player will go into the holding pen until the arbiter on the field dies. This of course is still no 'gaurantee' that the 2nd arbiter tribunal is required, but at least it means it is much less likely to be wasted. Now 3v3 where 3 of the players are the same race, there's much less need for all 3 of them to build heroes, particularly the types that take a while to be killed: warp prism and medivac dropship.

Note that when it comes to spawning time, if you have a hero on the field and one in the backup holding pen, then the one on the field will be healed to 100% health, shields and for the mothership enough energy to cast 1 more stasis. This was added back in 2.30 or so.


@3FFA:
These changes don't nerf the reaper in any way, so if the reaper is already the surperior strategy vs zerg, then that'll continue to be the case. I think however the reaper is only great vs zergling, so if the enemy went lurkers or roaches instead then the reapers probably aren't the best. However Protoss (as first player spawning red or green) only have 1 really good initial spawn build, which is 3 gateways + optional pylons. Hopefully the improvements in immortals and dragoons in this latest version will expand their choices a little, but I wouldn't count on it, simply because those units don't have the DPS that zealots do and immortals are simply too slow when you're trying to capture the prison cell. Building 4 cyber cores could be a potential build but unfortunately it requires 1 gateway first, so you end up with 1 gateway and 3 cyber cores and it's just not that good because the enemy units are generally all small so the stalker only does 50% damage vs them.

Note that the total $ gained at the time of the first spawn is a little over $1,000. But Protoss has to get all buildings built before the 5 second mark on the clock or they don't spawn, so Protoss really only gets about $950 to spend which is not enough for 4 immortals + 1 pylon no matter how you stretch it.

I'll probably drop gateway price to $230, just to help separate it out from the immortals at $250 and make them a little more of a "cost+" investment, since they're a lot stronger vs terran now.



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Jan 13 2012, 8:14 pm coolglaze Post #417



Quote from Lanthanide
That's not a bug, it's a feature.

You can only have 1 hero of any type on the battlefield at a time. When it comes to spawning time and you have a hero on the field already, the hero you whould have spawned is saved in a backup area until the one that is on the field dies. Then, as soon as the one on the field dies, the one from the backup will be used. It's been this way since I implemented the heroes way back in 1.50 or whatever.

The reason for this is that each player can only build 1 of the hero buildings, and if you had a 2v2 situation where 2 players were protoss, there would be no point in the 2nd player building the arbiter tribunal if it almost never resulted in a mothership being spawned on the field because the first one was still alive. In this case, the arbiter from the 2nd player will go into the holding pen until the arbiter on the field dies. This of course is still no 'gaurantee' that the 2nd arbiter tribunal is required, but at least it means it is much less likely to be wasted. Now 3v3 where 3 of the players are the same race, there's much less need for all 3 of them to build heroes, particularly the types that take a while to be killed: warp prism and medivac dropship.

Note that when it comes to spawning time, if you have a hero on the field and one in the backup holding pen, then the one on the field will be healed to 100% health, shields and for the mothership enough energy to cast 1 more stasis. This was added back in 2.30 or so.


Sorry my bad.. I wasn't looking at the holding pen.. Now I know infestor is easier to kill so mothership will get more backup than zerg.

Post has been edited 1 time(s), last time on Jan 13 2012, 9:09 pm by coolglaze. Reason: my bad



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Jan 13 2012, 8:30 pm Lanthanide Post #418



Quote from coolglaze
If its a feature then only protoss benefits from that because i was waiting for infestor to respawn because its still alive before spawning time but it was killed after all zerg units are out then how come it didn't spawn. I'm thinking that's the way arbiter works because it always spawns whenever it was killed. But zerg infestor and terran medivac doesn't work like that. I've seen it a number of times because i'm always monitoring hero units especially zerg infestor, terran medivac, and protoss mothership.
Just tested it and it works fine.

These triggers have been around for a long time and I haven't changed them because there's never been an issue with them.



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Jan 13 2012, 8:44 pm coolglaze Post #419



i'll post a replay once i've played again



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Jan 13 2012, 9:25 pm 3FFA Post #420



I tested it and the mass reaper strategy@ first spawn does indeed kill both the lurkers and the lings when zerg goes 2 lurker+ mass lings.



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