You mentioned earlier that would use the Nuke "instead of immediately after the enemy special, you'll want it to go off ~20 seconds later."
However, this means that the Infested/MCed units will attack my temple for full 20 seconds and there is nothing I can do about it.
That is because you said the nuke doesn't steal many units or the ones it does steal are quickly killed by the enemy units that they had stolen from you when they used their special. For nuke to not steal many units, most of the units on the map would have to be in the enemies side of the map, therefore it will take them at least 20 countdown seconds to reach your temple (20s from the halfway point), so your nuke would go off just as they got there.
If there are enemy units attacking your temple before then, then I don't see how the nuke could have failed to steal them in the first place if you used it straight after they did their special.
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I don't want to drag on the argument further b/c I think it's a matter of opinion and individual perspective, but from the moment that my spawned army gets infested/MCed, the suicide attacks by banelings or my own BC's shooting my temple just hurts. It doesn't matter if the majority of the army is on my side or the opponent side. If I wait for ~20 seconds, I am definitely taking much more than 3000 damage to my temple made by my own spawn that were infested/MCed.
The only exception I've experienced is when I was playing this Zerg who was spawning only Zerglings and Hydralisks (over 450 of them in one spawn) and MC-ing them had not-so-detrimental effect.
My conclusion - It's case by case, but in general Nuke is best when used defensively, not to counter or used offensively.
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I also have an interesting/crazy idea.
What would happen if you swap the Protoss and Terran special?
Creating a strong Terran army is already complicated business, so the least we can do is create a special that's easy and intuitive to use. (not this whole ~20 second wait time discussion, etc.)
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Just had a game with my Z infestation creating a ton of infested terrans but they mostly failed to act w/ the brains they just infested. Like if you're RIGHT NEXT to the enemy temple with 1 red bar left, don't you attack it?
Answer: No, we stand by it, consider it too huge for us to suicide bomb, and try to find another enemy unit to attack while we are stuck next to the temple.
edit: And this may have been what cost me the game. My proposition is to have a trigger to fix this that any infested terrans next to the temple attack it.
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At the end of infestation (and MC and nuke) there is a trigger that runs that instructs all units on the field to 'patrol' to the enemy temple. I don't have any reason to believe that this has suddenly been broken in 2.63.
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You misunderstand. I mean that my infested Terrans were stuck trying to reach units too far away for them to hit(enemy used his spawn ability) It happens right at the end of the game. They die but are left pretty much stuck right next to the enemy temple doing nothing but trying to somehow find a way to the enemy troops to kill them. Would've been a lot more useful if they just hit the temple instead of standing there doing nothing.
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I'll have to watch the replay to really see what you mean.
I'm wary of putting in special case triggers for these sorts of things though, because they can have unintended consequences. Also the best I can do is order units at a specific location to 'patrol' to another one; I can't force them to attack the temple, the AI has to decide to that itself.
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I forgot to save the replays (doh!) but I had some pretty hilarious bugs so far like a carrier interceptor going all over the map when it escapes the battlefield and my Infestor getting stolen when my opponent was a Protoss. I wasn't paying attention in the battlefield but what could've triggered to get my Infestor stolen if it's not by mind control?
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Been playing D3
Only things that use Give triggers (on enemy units) should be the 3 specials and also the infestor stealing units. Don't think there's anything else.
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This game was on 2.63 and we found that the fix for the unspawnable stasis cells didn't really fix it
. I also had a bug where my scv was building a depot at the bottom of my base(blue) when he went over the blackish lines below my base and stopped building.
Caution: Excessive trolling inside, this replay has not been rated by the REPA (Replay Enemies Patrol Analyzation) and as such should not be viewed by young audiences without proper parental and medical support. YOU HAVE BEEN WARNED.
Secret Box
its not actually all that bad
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You forgot to attach the file... Uhm... I think...
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This game was on 2.63 and we found that the fix for the unspawnable stasis cells didn't really fix it
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The more replays of this I get the more I can do to fix it. Did the broodlings spawn for P1 or was that fixed?
I also had a bug where my scv was building a depot at the bottom of my base(blue) when he went over the blackish lines below my base and stopped building.
Curious. Do you know what time approx in the replay this happened so I can save time when watching it?
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Lol yeah I forgot! Oh course it was under lastreplay...
. Sigh... But it happened in the mid game. I was fooling around because we were facing noobs. So sorry lanthanide.
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I forgot to save the replays (doh!) but I had some pretty hilarious bugs so far like a carrier interceptor going all over the map when it escapes the battlefield............
That's been in for a few versions, it happens very very rarely when an interceptor near the battlefield border is hit with the nuke confusion effect which causes it to fly over ally or enemy bases. If it flies over an enemy base it will partially reveal the enemy base and also get attacked by any Turrets/Spore/Cannon but doesn't seem to return fire.
Didn't really consider it a true bug since the interceptors were triggered to run around confused and it really doesn't affect gameplay. If the nuke can be triggered to kill any interceptors that should fix it.
This game was on 2.63 and we found that the fix for the unspawnable stasis cells didn't really fix it
. I also had a bug where my scv was building a depot at the bottom of my base(blue) when he went over the blackish lines below my base and stopped building.
If there's no replay a little more info is needed, did the SCV stop in mid-build? Or did it fully build in a corner and get 'stuck' in that corner? I've only had that happen a couple of times since 2.01 and think it's a built-in SC behavioral bug that Lanthanide can't control. But still any SCVs that wander on top of the depots after building then stop should still be controllable and able to be nudged out if ordered.
Post has been edited 1 time(s), last time on May 28 2012, 6:09 pm by Rivalz.
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it stopped building as it seemed to have been "teleported" from the black line area to right above my depot.
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There should be triggers in place to kill all interceptors when any special is used. I suspect that perhaps interceptors inside carriers sometimes aren't cleaned up properly?
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Another player and I tried testing the depot bug when I mentioned it in a 2v2. Its funny when you are winning the game with around 30-50 depots in the 3rd base lol. This is definitely very rare >.>
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As a Protoss I managed to steal an Infestor in a 1v1 PvZ game. (it starts out as 2v2, but a player from each team drops out) I only pay attention to the battlefield every now and then and I saw an air unit slowly moving back and forth on the minimap and realized that cannot be a Protoss unit.
No idea how I managed to obtain the Infestor, but either the Infestor should've been destroyed if I use Mind Control special or the Dark Archon should not MC a hero unit. Please look over (as a Diablo break) and explain how this is possible, thank you.
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end game, terran is still shity... no matter the builds..
if theres a zerg, its game over
terran needs a hero that kills, not heals... (zerg and toss have stuff that kills/steals) ... terrans heal is ok when its spot on... maybe make the heal range double
its more then that tho... what can we do to help balance this?
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