Warlords and Merchants Discussion

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Xenon
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Re: Warlords and Merchants Discussion

Postby Xenon » Sat Nov 26, 2011 7:28 am

wtf is this firebat unit everyone keeps talking about


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Re: Warlords and Merchants Discussion

Postby Ricky_Honejasi » Sat Nov 26, 2011 8:36 am

IskatuMesk wrote:wtf is this firebat unit everyone keeps talking about


Possibly the brand new structure destroyer? Dealing a total of 18 dmg per 0.6 sec (0.4 with Stim) vs them.

Thus without any upgrades other than Stims, it's about about 45 DPS vs structures.

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Re: Warlords and Merchants Discussion

Postby Ricky_Honejasi » Sat Nov 26, 2011 10:37 am

In the end, decided to make firebat have 16 base+ 14 structure damage.

Also noticed they only had +1 damage per upgrade so now it's +2.

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Re: Warlords and Merchants Discussion

Postby IskatuMesk » Sun Nov 27, 2011 2:47 am

A semi-fix for Kerrigan would potentially be to have a cooldown on razor swarm after she teleports.
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Re: Warlords and Merchants Discussion

Postby Krazy » Sun Nov 27, 2011 7:21 pm

Or just increase the energy cost of both spells.

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Re: Warlords and Merchants Discussion

Postby Mucky » Sun Nov 27, 2011 9:10 pm

if kerrigan gets nerfed I will take delight in the fact that I was the reason for it

Seriously though, kerrigan is the only perk that comes with playing zerg. The race suffers so badly on a huge map like exotic garden. Queens eat up supply, creep dependency kills their mobility over long distances, and they can't shit out static defense like Protoss or even Terran can. Nerf kerrigan and zerg is basically garbage again. You'd have to give them something else in return.

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Re: Warlords and Merchants Discussion

Postby IskatuMesk » Sun Nov 27, 2011 9:55 pm

Yeah. I can pretty much agree with everything mucky says. I don't really feel like picking apart the map to figure out how it could be fixed, though. It's too bloated of a walrus for me to grapple.
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Re: Warlords and Merchants Discussion

Postby Ricky_Honejasi » Mon Nov 28, 2011 5:42 pm

A random thought : How about if Zerg's creep expand farther than usual along with creep tumors having more range?

As for Kerrigan, maybe the current idea or maybe replace it's map-wide blink to something as decent but not as abusable?

Also, queens could potentially take up 1 supply instead of 2. However, they are just a bit too useful to not take supply at all.

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Re: Warlords and Merchants Discussion

Postby Mucky » Mon Nov 28, 2011 8:08 pm

Maybe if deep tunnel were limited to teleporting on creep only?

Also, you can try the monobattles method and limit queens to one per hatchery.

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Re: Warlords and Merchants Discussion

Postby Vetraeus » Tue Nov 29, 2011 8:45 am

With the off-creep movement upgrade, can you also allow queens to have Transfusion Auto-cast with smart casting?
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Re: Warlords and Merchants Discussion

Postby Lavarinth » Tue Nov 29, 2011 9:54 am

Longer creep range? Is the possibility of endless creep growth probable (at a moderate rate, clearly not at a fast rate)? That would keep other players on their toes if they left the Zerg unchecked.
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Re: Warlords and Merchants Discussion

Postby Xenon » Tue Nov 29, 2011 2:16 pm

I'll have to see if it's possible to make creep tumors auto-place without triggers.

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Re: Warlords and Merchants Discussion

Postby Ricky_Honejasi » Tue Nov 29, 2011 4:50 pm

Maybe if deep tunnel were limited to teleporting on creep only?
Probably the requirement I would prefer the most.

Also, you can try the monobattles method and limit queens to one per hatchery.
Nope, it's pretty much a nerf for queens overall. It's preferable for monobattles' purposes but not for W&M's situation.

With the off-creep movement upgrade, can you also allow queens to have Transfusion Auto-cast with smart casting?
A very tricky situation since that can ultimately make them way too powerful as healers without putting some gas cost to them.

Longer creep range? Is the possibility of endless creep growth probable (at a moderate rate, clearly not at a fast rate)? That would keep other players on their toes if they left the Zerg unchecked.
That was one of my ideas but when I tried to stack two different growth, it did seem to take the best values of everything. In other words, very high range + insane growth.

Ultimately, the idea of longer range for creep growth + creep tumor would be to make creeping the map less painful but without giving mass easy creeping for Zerg on a golden plate.

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Re: Warlords and Merchants Discussion

Postby Mucky » Tue Nov 29, 2011 7:04 pm

Ricky_Honejasi wrote:
Also, you can try the monobattles method and limit queens to one per hatchery.
Nope, it's pretty much a nerf for queens overall. It's preferable for monobattles' purposes but not for W&M's situation.

I don't see how that would be a nerf. I make one queen for every expansion, each of which have 1-2 hatcheries, while my main has 4-5 hatcheries and still only one queen. I never make more than 5 queens because they start eating into my supply too much. That's far lower than a 1:1 queen:hatch ratio, which is what I had in mind with my suggestion. Do you really think people are going to mass queens for any reason except to mess around?

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Re: Warlords and Merchants Discussion

Postby Xenon » Tue Nov 29, 2011 8:12 pm

Do any of you know how to get a unit's charge number for a validator or requirement? I need something to check if a creep tumor has a charge. Maybe something in the "unit compare field" validator that's hard to get right.


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