For the replay, make sure you play it at Fastest speed only. Trying to speed it up to 2x or faster will often result in it screwing up.
Now the issue you're reporting, that they get stuck at random places on the map, is not the same as you initially reported, that they get stuck at the spawn point. I have also seen the reavers sit still and do nothing for what appears to be extended lengths of time, but usually they start moving again. Have you seen a case where the reavers *never* began moving again, at all? I believe all that's happening is they've been attacked by an air unit or too many ground units and the unit AI has sort of gone into retreat mode, and it ends up just sitting there. But after the next battle order pulse, which happens approx every 15 seconds on the countdown timer, they should start moving again. Unfortunately there's no real solution to this except to issue battle orders more frequently, but I don't really want to do that because every time you do, all units stop attacking and take 2-3 steps forward. Reavers are already sluggish enough attackers as it is, I don't want them wasting more time shuffling forwards when they should be attacking.
I've just done a bunch of changes to what will be 2.46, which fixes a few bugs and adds some more balance changes around, with a lot of changes to Nuke to make it weaker.
Current changes implemented- Fixed marauder spawn bug where it would spawn 2 war pigs and 1 marauder for your first depot, instead of 1 war pig 2 marauders.
- Fix unit spawn bug as reported by Leon: attempting to spawn over 511 units will cause those extra units to be removed.
- When Motherships die they have a 'death' effect, this along with their usual attack could potentially destroy the armageddon dreadnaught battleship before it had a chance to attack the temple. I'd previously attempted to fix this, but the new fix should work this time.
- Fixed up brutalisk roar when it dies
- Hybrid Destroyer could sometimes get 'stuck' sitting away from the silo, not attacking anything. Will now periodically be ordered to attack the silo.
- Photon Cannon -5 damage to 40 (5 of these defend your temple as part of Night Defense)
- Marine -5 hp
- Guardian -2 dmg to 22, Devourer -1 dmg to 21, Greater spire -$15
- Immortal +1 dmg to 15
- Mothership +20 dmg to 80, +2 armor to 17
- Mothership should now use it's kill effect slightly faster (roughly 0.16 seconds, or 11%) - hard to quantify exactly as it previously relied in a randomized switch and there were chances to reduce the attack time when surrounded by enemies and this threshold has been reduced slightly.
- The Mothership death effect will now kill up to 1 additional enemy unit
- Carrier -30 hp, carrier interceptors now always spawn 0.16 seconds slower and the penalty for massing carriers has increased from a maximum of 3.33 seconds respawn timer to 3.66 seconds for 14+ carrier equivalents (counted based on 8 interceptors per carrier)
- Scouts +10 shields, +10 hp
- Terran nuke changes:
- Nuke dreadnaught damage reduced to 3000 from 3200; now takes 12 full nukes to kill the 35,000 hp temple up from 11.
- Enemy units attacking the temple that are stolen are now set to 66% hp and shields and energy now remains unchanged, from 100% to all
- Enemy units in the enemy half of the field are set to 15% shields and health, up from 5%
- Enemy units in your half of the field are set to 10% shields and health, up from 5%
- Enemy unit energy is no longer set to 0%
- The location that kills enemy units around their temple is now moved a few tiles away from their spawn point, so used immediately after spawn it will kill slightly fewer units outright
- 2 mines are placed at the enemy tank/reaver/immortal ancillary spawn point, down from 3
- Mine damage reduced to 180 from 210: this makes a big difference to the splash damage dealt to enemies next spawn of ground units
- The confusion effect was being triggered too many times when the enemy had just spawned their units, resulting in the all enemy units on the field not wandering as far as they might. This has been fixed.
- Confusion effect will now last 15 seconds, instead of 12.
Changes I plan to make but haven't yet implemented:
- When playing 2v1, 2v2 or 2v3, the spawn alternation that was to help make map-max fairer gets stuck in a rutt. So any time at least one team has 2 players in it I'd like to randomize which side goes first. For 1v1 or 3v3 or 1v3 the 'who goes first' will continue to alternate as it currently does, as this seems fairest in those match ups.
- Several players have said that the nuke dreadnaught can sometimes attack units and not the temple. I think they are mistaken as I've never seen it in a game myself, and can't reproduce it in synthetic testing. Logically this shouldn't happen, either. If I get concrete proof of this (eg, a replay) then I'll investigate further. What I have seen in my testing is that the BC shoots the temple and then spins around like it's about to attack another ordinary unit, but it is killed before it has a chance to do so. Maybe players see this and assume it's targeted a unit, when actually it did hit the temple?
So, the -5 marine hp is to encourage marauders and ghosts further and move away from the marines. In recent games I have seen terran players building quite a few marauders, I guess for their 80 hp with cheap cost. I felt that increasing marauder HP, upping their damage or changing their armor would encourage them too much, so making the alternatives slightly less appealing seems like a good choice.
Zerg air changes are to just balance this out more. Acid spores on devourers are just so strong with their increased damage output as well as the attack cooldown effect. Guardians end up forming a massive line that are very difficult to take on, especially when protected by the formidable devourer clump. I've also seen a few of zerg go pure mutalisk recently, which usually ends up being a bad strategy late-game, hopefully reducing the greater spire price will encourage more greater spires while helping to offset the damage nerfs.
Quite a few changes to the mothership, which since 2.16 or so has seemed to have become quite weak in that it usually dies very quickly and doesn't hang around long. Increasing the armor here should help a bit, as well as increasing the attack rates. Given how fast the mothership usually dies in my games, I don't anticipate these changes will make a huge difference. Immortals are underutilised and buffing them a bit further here should help out. Now that they spawn separately with the reavers, I've actually found that throwing a few immortals in works quite well, as they act as a high HP wall fairly close in range to the enemy units, while the reavers hang back and blast the enemy units. More nerfs to carriers to hopefully balance them more, and buff on the scout should help protoss air out a little bit. I'm tempted to increase the scout spawn to 1.16 or maybe even 1.25 per stargate, although at the moment I believe the text string is at it's maximum length so squeezing in an extra ".16" or ".25" will uglify the text a bit.
Lots of changes to nuke, which should make it fairer overall. A lot of people feel it's too strong in it's current incarnation, and I believe that is mainly due to it's price compared to the other specials. I don't want to increase the price as I like this being a differentiation factor, so these tweaks should help tone it down a bit, while also enhancing the interesting confusion effect that is quite fun to watch. One way to look at this is as a pseudo-boom that affects the entire map, as well as a guaranteed 3200 damage to the temple. If 3 infests or divine judgements are used in a row, then only the last one will have any chance of the units doing damage to the enemy temple, and due to diminishing returns often there aren't many units left on the field at the end of it. Infest and DJ are strongest when powerful enemy units are grabbed at the enemy spawn point, like archons, reavers, guardians and BCs, and if you don't manage to do this then a lot of the strength is lost: sure it'll build up a ball of units that move across the map unopposed to the enemy temple, but the enemy can use an insta-spawn powerup or just let their normal spawn hold it off until they're ready to use their own special. In comparison, every time a nuke is used it would deal a guaranteed 3200 damage to the temple, which the other specials just couldn't match. So reducing this down to 3000 while also giving the remaining enemy units on the field more of a fighting chance should help even it out a bit better. I may also add in a special check to kill a few stolen brood lords, as I find this is usually the type of unit that is attacking your temple that is stolen, after a zerg has used infest and you've countered with nuke, because brood lords move quickly and have short range while most other units hang back further or move too slowly before they can be stolen.
Post has been edited 5 time(s), last time on Dec 10 2011, 11:50 am by Lanthanide.
None.