Desert Strike Night - Fixed, Fixes 20 bugs from Final, heaps of new features
Post #941
Lanthanide
May 16 2012, 12:22 pm
Post #942 HSL... May 16 2012, 5:25 pm
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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. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #943 HSL... May 16 2012, 5:29 pm
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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.) ![]() ![]() ![]() ![]() ![]() ![]() |
Post #944 3FFA May 16 2012, 7:53 pm
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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?
Attachments:
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. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #945
Lanthanide
May 16 2012, 9:00 pm
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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.
![]() ![]() ![]() ![]() ![]() ![]() O)FaRTy1billion -- "Lanthanide -- surely you have photos of yourself dressed up as a girl, az?" I don't have pictures of me dressed up as a girl.
O)FaRTy1billion -- One time I was jumping on a trampoline (at that very friend's house xD) with water balloons in my shirt held up by a belt. Azrael.Wrath -- ... |
Post #946 3FFA May 17 2012, 7:21 pm
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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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Post #947
Lanthanide
May 17 2012, 9:01 pm
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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. ![]() ![]() ![]() ![]() ![]() ![]() O)FaRTy1billion -- "Lanthanide -- surely you have photos of yourself dressed up as a girl, az?" I don't have pictures of me dressed up as a girl.
O)FaRTy1billion -- One time I was jumping on a trampoline (at that very friend's house xD) with water balloons in my shirt held up by a belt. Azrael.Wrath -- ... |
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