Re: FFS Event Info & Replays
Posted: Tue Sep 07, 2010 4:23 pm
I can't be bothered to watch this. It's too long.
https://www.campaigncreations.org/forum/
https://www.campaigncreations.org/forum/viewtopic.php?t=3280
Fix URL, plzkthx <3Ricky_Honejasi wrote:FFS Week 5 was added there :
http://files.campaigncreations.org/sc2/ ... plays.html
Videos there : viewtopic.php?f=76&t=3279
Okay, done. Although auto-shorten links' text can be annoying for copy-pasting.Lavarinth wrote:Fix URL, plzkthx <3
It doesn't? Ill fix it since I intended to keep BCs with Yamato only (the rest of the abilities were intended either for super versions of BCs on merchants OR as more costly warlord upgrades)IskatuMesk wrote:Some things I noted in my cast of the second W&M game.
- Mucky researches weapon refit for BC's but it doesn't unlock anything, not even Yamato.
I knew that Scouts would probably suck in some fashion so I did buffed their SC1 extra upgrades heavily. For example, the speed upgrade changes their speed from like 2.8 to 4.50 (Void Ray's upgrade is 4.25 max speed), that upgrade also give them instant acceleration so that making a 180 degrees turn won't have that 0.25 to 0.50 delay for fleeing away.IskatuMesk wrote:- Scouts only have 4 range AA and their AG attack still sucks. I think they need at least 5 range for AA and maybe an attack speed boost for anti-ground if you have any hope of them being preferred over void rays.
I was ultimately thinking of not having to research one and allowing a direct building upgrade.IskatuMesk wrote: - Defenses definitely need some merchant-based upgrades to make them tougher. I think you should avoid range upgrades though.
Ill give them more HP (special ops dropship + special ops Hercules) but I am not sure about giving a defense drone weapon yet especially on how it can be annoying to get different things done in the Unit Editor.IskatuMesk wrote:I suggest making the special transports far more durable, and giving the special black ops dropship an anti-missile defense like the defense drone but not as efficient.
Yeah, it's one reason I did since it can be easily worse with the Merchant's starting zerglings plus the starting resources. Buy a merchant's 12 starting zerglings and start rushing at the 3-5 seconds time of game.IskatuMesk wrote: Maps like that garden of war map with any more than a few players are just too small. Units in sc2 are not only bigger than they were in sc1 but they are also much faster and have longer range. It's easy enough to just proxy rax reaper someone but really in all of the games I'm watching it's easy enough just to pull off a few workers and worker/marine or worker/zealot rush someone because they are within shitting distance. W&M has the guardians to solve this though.
I am not downscaling, period. Way too much work and too easy that something goes wrong anyway down the road.IskatuMesk wrote: But the map distance problem cannot easily be solved unless you want to downscale everything by 50%, to what they were in the original Starcraft.
For any mega carrier, I tried to do so with a special BC with a Super Yamato gun but the damage goes rather wrong so far. Like I intended to have a line 300 damage but on bigger targets, you could manage to deal 600-1200 anyway. Still didn't manage to put visual effects and such. Think I already spent like 2-3 hours on it.IskatuMesk wrote:To break turtles I suggest some siege-oriented units, such as that mega carrier I mentioned some time, using the arcade graphic. It has an ability that charges up a massive beam attack using its special animation, pointed at a target at a long distance. It then fires a beam for a short duration that does massive damage. Not enough to completely kill a CC/hatchery but enough to clear an area of cannons or turrets. The carrier itself would be fairly vulnerable to attack alone, so you can't just spam them. For the surface, you can have a special type of Thor, siege tank, slow ultralisk, or other units ideal for engaging stationary targets. That way, when defenses get buffed, they don't make the situation worse because now there is options for us to engage someone who is exclusively reliant on them (rakashua who spent all game behind his cannons spinning his void rays and generating lag is a prime example of what I want to avoid).
I think it could help quite a great deal so I will try to put it in that perspective although I will probably avoid changing the base melee units too much but rather modify the merchant stuff towards it.IskatuMesk wrote:To bring the concept in a more down to earth perspective, what I think needs to be done is something like how Age of Empires works. Walls and defenses are very strong but so are siege weapons. But the siege weapons are not totally useless vs units like they are in warcraft 3, they just are more tactical variants of existing units with very powerful charge-up weapons that require a time to prepare than just burst down something at a moment's notice. For the carrier, I think the weapon should have a minimum chargeup period of 10 seconds to start off.
Hmm, perphas although I am still not too sure yet but I might consider it more seriously in the future.IskatuMesk wrote:- 300 supply of anything melts through buildings in an instant. Actually, in sc2 buildings die much too fast regardless. I think you should remove their Armored flag.
For map terrain modifications, ill just let you have the melee map's terrain and let you modify as you see it.IskatuMesk wrote:I think you should make the center of the map that is currently water a raised area, very big and very open, that is an island but has no water around it. Put some gas in it, like 3-4 geysers. Just gas.
For science vessels, I might consider it but honestly, they already kick ass as "Mass Air Forces" TM Healers. In addition, they still have Irradiate that could still screw over SCVs, Drones and most of Zerg in general already.IskatuMesk wrote:As I think about it I realize the only reason Ravens are very good is because of the fact they are defensively strong. The other spellcasters suck balls.
- Science vessels need something to give them a more rounded offensive capability vs other units.
- Infestors could use an upgrade to increase the radius of fungal growth aka aids and perhaps increase its damage. I like the idea of using aids to paralyze units in this map but it's too small radius to be so useful without grotesque numbers of Infestors who will die in an instant to anyone who looks at them funny. And its damage sucks in these huge bursty fights.
- I'm not sure about High Templar, but storm is pretty lackluster. Maybe an upgrade to increase its duration? Then it could be used to create temporary damage barriers or such, and it would have more tactical use.
- Sentries could use something. Their bubble is useless on most of the map and they are very squishy. Guardian shield isn't going to save anything.
- Once BC's get their upgrades they will be quite strong and formidable. I think Carriers should get an upgrade from merchants to let them build a small number of ground-only bombers with a longer deployment range than interceptors that do bonus damage to structures.
Sure, especially that I did agree that the melee terrain does lack quite a bit at times. Since I know I only truly want to bother for unit/trigger-related aspects for now, feel free to make the terrain right.IskatuMesk wrote:I'd be willing to edit the map's terrain and make it a bit more sensible.
Unfortunately, it's a bit too late for that for this night. I poked enough in W&M for today and honestly, there is already a feature for merchants to modify their default price and mass price change to any amount they want.Krazy wrote:Now you just need to lower the default starting price of the merchants, because really 125% is just shooting yourself in the foot at almost any point in the game.
I'm not sure if there was a bug. Defeat occurs when all your buildings have been destroyed and you have no more workers left, right? Gemineye had all his buildings destroyed, but his units remained because he still had a worker left (an SCV).Ricky_Honejasi wrote:So with yesterday's FFA, I would like to know the current bugs concerning my triggers so that I can make fixes and such.
So far, Q said that not all units gets removed when a player is defeated or surrenders. Usually units inside refineries and perhaps from bunkers.
With the triggers I made, yes. Based on your description, it's working as intended although I know there might be still some minor bugs and such lying around. Nothing ever work flawlessly the first real time.Thalraxal wrote:I'm not sure if there was a bug. Defeat occurs when all your buildings have been destroyed and you have no more workers left, right? Gemineye had all his buildings destroyed, but his units remained because he still had a worker left (an SCV).
When SK wiped my base off the map with his Void Rays, my angry mob of zealots vanished right away (right before they could mercilessly slaughter Krazy's undefended expansion!). So everything worked fine for me.
Ricky_Honejasi wrote:So with yesterday's FFA, I would like to know the current bugs concerning my triggers so that I can make fixes and such.
So far, Q said that not all units gets removed when a player is defeated or surrenders. Usually units inside refineries and perhaps from bunkers.