Actually, I said that pure sprites don't count towards the unit limit. They definitely count towards the sprite limit.
Ah yes, I mis-read it.
Anyway I had a look at the doodads: indeed some of the rocky bits are doodads, so I converted them to terrain, but they didn't have sprites associated with them anyway. Of the arches in the middle, 2 of them were doodads. I believe I originally did this for a layering/graphical effect (as previously briefly mentioned), but now that I've converted them to terrain they still appear to display correctly, so not sure what that was about. They also had 4 sprites associated with them, and again these don't appear to have been necessary, so I deleted them too. Maybe this will help with the valkyrie attacks?
As for the 2 erroneous locations in P1 base, can't see them myself. If you're talking about the extra locations to the left and right of the boom beacon, these are intended to be there. They're the 'current player' versions of the locations that move around the map as each player executes their triggers, I just store them in P1's base for convenience.
T is certainly not OP.
What I've observed is a lot of Zs to fall into the fastest game trap and use hydras as their bread and butter. This might be because zerglings can feel completely useless (which they kind of are, they're like cannon fodder, really). A few supply depots and any T will just massacre zerglings. In any case, these Zs have plenty of units, but end up getting completely shut down by a well-balanced army that's well prepared for mass hydra. Ultralisks are wonderful in large numbers, too. They're like fricken tanks.
Yeah, that's why I introduced the infested kerrigan, to hopefully help Zerg in this direction. But I think limiting them to 4 just doesn't cut the mustard. Wondering now if I should cut their HP to 170 or so and make them 1.33 per queens nest. Might bump zergling HP up to 40. Zerg's annoying ground weakness is that they just don't have that many units and the only one that does splash is the lurker, but their AI is rubbish which makes them ineffective mid-late game: they're really only effective early on because no one has detectors.
Mid game muta to late game devourer/guardian seems standard for Z. Devourers really pack a punch in any massed air units. Acid spores not only slow down the attack speed of units, but cause them to take more damage. They can especially shut down BCs. Fortunately for T, I've found that max medic with restore is absolutely key against devourers, since they can help to keep down acid spores that ruin the BC's fire rate. But its not a complete win, there are only so many restores.
Yeah, I really really hate trying to balance acid spores. It's almost impossible in a mass map like this, because acid spores + corsairs are incredibly strong. It seems Terran's best counter is restore, and protoss is maelstrom, which gets a bit corny (and sucks if an allied noob researches MC). If I could I would remove the cooldown effect, or cap spores at 4-5 max.
The P I've been playing with haven't seemed all that terrible, but do seem to miss out on getting enough DAs against Z. They'll have one or two, but not nearly enough to completely shut down Z. The immortals are almost frustrating, much like a handful of void rays, which require a dozen units to even damage. It gives P a huge tank advantage, like slow moving ultralisks.
Yeah, I might take down immortals damage to 14 from the current 15. Note that the recent shield changes didn't actually improve the immortals vs the zerg in my tests. The problem before is that immortals really sucked vs terran, so no one really built them. Now that they're more viable, people will build them more often. Much like broodlings were always good (or at least decent) but no one built them.
Post has been edited 1 time(s), last time on Jan 17 2012, 9:14 am by Lanthanide.
None.