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 Forum: WoL-Balance   Topic: Re: Next Update

 Post subject: Re: Re: Next Update
Posted: October 5th, 2018, 5:55 am 

Replies: 6
Views: 8029


     SeexySauce wrote:
Or quick fix would be turn mini tho into it's counter by having barrage drain energy from Fester/HT or having barrage cast faster.


[facepalm] [facepalm] [facepalm] [facepalm] [facepalm] [facepalm] [facepalm] [facepalm]

 Forum: WoL-Bug Reports   Topic: AU storm

 Post subject: Re: AU storm
Posted: September 26th, 2018, 11:21 am 

Replies: 5
Views: 7056


     Gardul12 wrote:
Ghost and vulture are missing from center shops...others might be too. Might i suggest all elites purchased from CC simply have their spawn time reduced to "immediate"? This won't matter then.


NM.. just re-read. They were changed in their placement.

 Forum: WoL-Bug Reports   Topic: AU storm

 Post subject: Re: AU storm
Posted: September 26th, 2018, 11:20 am 

Replies: 5
Views: 7056


Ghost and vulture are missing from center shops...others might be too. Might i suggest all elites purchased from CC simply have their spawn time reduced to "immediate"? This won't matter then.

 Forum: WoL-Bug Reports   Topic: Bug

 Post subject: Re: Bug
Posted: July 10th, 2018, 5:41 am 

Replies: 2
Views: 5518


SD 10-minute countdown is triggered by only 2 teams remaining present in the game. This unfortunately does not apply to afk people that stay on the "Defeat!" screen even though their CC's are destroyed. If a destroyed team does not leave the game, the SD timer will never kick off, thus SD ...

 Forum: WoL-Balance   Topic: Void Ray

 Post subject: Re: Void Ray
Posted: June 28th, 2018, 8:57 am 

Replies: 4
Views: 5023


Agree! Immortals are still the only viable non-air counter to VoidRays. Mutas are the air-based counter and do quite well 1:1, but unless you have an Odin, all other ground-based mercs are GG if someone goes VRs. If you have an Odin and the VR player gets a Phoenix, then you're still likely countere...

 Forum: WoL-Balance   Topic: Merc marine balance

 Post subject: Re: Merc marine balance
Posted: June 1st, 2018, 7:01 am 

Replies: 17
Views: 12297


     Fatalist wrote:
Or just make hp and armor scales same as rine would work.
probably little more hp per ups, but don't make it scales like elite


Perhaps this is the most simple solution? Just take off the insane scaling that merc-marines have?

 Forum: WoL-Balance   Topic: Merc marine balance

 Post subject: Re: Merc marine balance
Posted: May 31st, 2018, 8:00 am 

Replies: 17
Views: 12297


I think better way to make SD faster is to make tower and middle income more. Say past 2 hour mark it's 1000minerals a minute in mid and 500 minerals each tower. I like the idea, but perhaps we can step it up incrementally? I.e. every 10 minutes the income increases by $100 per location held? This ...

 Forum: WoL-Balance   Topic: Merc marine balance

 Post subject: Re: Merc marine balance
Posted: May 30th, 2018, 6:22 am 

Replies: 17
Views: 12297


Just to outline, here is what the cost structure looks like. Basis here is that you're dropping 5 pods per use: Use 1 (100, 110, 120, 130, 140) - Total cost = $600 -Cost on merc drops today = $750/drop ($150*5) so first drop is cheaper Use 2 (150, 160, 170, 180, 190) - Total cost = $850 Use 3 (200, ...

 Forum: WoL-Bug Reports   Topic: Stasis field allows for merc-compound exploit

Posted: May 4th, 2018, 9:55 pm 

Replies: 14
Views: 14441


Thanks so much Akash... Really appreciate it.

 Forum: WoL-Bug Reports   Topic: Stasis field allows for merc-compound exploit

Posted: May 4th, 2018, 10:20 am 

Replies: 14
Views: 14441


Here is the replay of the actual game where I saw this in action and the effects of it. It was rather insane and needless-to-say game-breaking.

 Forum: WoL-Bug Reports   Topic: Stasis field allows for merc-compound exploit

Posted: May 4th, 2018, 10:18 am 

Replies: 14
Views: 14441


Akash, I was able to recreate an exploit using the stasis field on the Oracle today after seeing it in action in a game. The premise is simple enough.. You get an oracle, then start to populate statis fields around your merc compound. Once you have enough cash, you rebuild your merc compound. when t...

 Forum: WoL-Balance   Topic: Voidrays = A move

 Post subject: Re: Voidrays = A move
Posted: May 2nd, 2018, 5:53 am 

Replies: 18
Views: 13203


well its and you know it Okay, perhaps next time hit <snooze> when you want to respond if you're going to respond like this. Akash, appreciate your work very much. I think the two things the community agrees that should be addressed are Roach open and VoidRay's health (open and scaling). Otherwise ...

 Forum: WoL-Balance   Topic: Voidrays = A move

 Post subject: Re: Voidrays = A move
Posted: April 24th, 2018, 7:16 am 

Replies: 18
Views: 13203


I know void has op hp but it still need alot of split actions to engage most of units well = alot of micro required for this, since you can't split air units with 1 or 2 clicks. Air units with no split? gg i would say play voids need more micro that spec does While I agree with you in general for A...

 Forum: WoL-Balance   Topic: Spectre balance

 Post subject: Re: Spectre balance
Posted: April 24th, 2018, 7:06 am 

Replies: 18
Views: 14013


Fata, you're comparing apples to oranges. Does Air have counters and soft-counters? Yes, and as an individual unit, the VR's soft-counters are not as effective against them as Spec's soft-counters are against it (IMO). Those counters/soft-counters you outlined ARE effective against the rest of the A...

 Forum: WoL-Balance   Topic: Spectre balance

 Post subject: Re: Spectre balance
Posted: April 22nd, 2018, 8:33 pm 

Replies: 18
Views: 14013


You can counter pubs specs yes. But we are talking scrims where people actually know how to use it. Spec outranges almost everything you just said with it's ability, so that's how I know you have played someone good who uses spec That doesn't mean you can't counter it with those things... I play in...

 Forum: WoL-Balance   Topic: Voidrays = A move

 Post subject: Re: Voidrays = A move
Posted: April 21st, 2018, 2:48 pm 

Replies: 18
Views: 13203


+1 ... lower base health and reduce health scaling and it'll stop being VoidRay Arena (open roach --> get VRs FTW is how most games go now).

 Forum: WoL-Balance   Topic: Roach balance

 Post subject: Re: Roach balance
Posted: April 21st, 2018, 2:45 pm 

Replies: 7
Views: 6292


Attack speed and movement speed would help balance them out. If those prove too tricky, I'd go with Micro's suggestion of range reduction. That would force them to move closer and take lots of damage moving in.

 Forum: WoL-Balance   Topic: Spectre balance

 Post subject: Re: Spectre balance
Posted: April 21st, 2018, 2:43 pm 

Replies: 18
Views: 14013


Personally I think the unit is good as-is. I agree a shorter stun duration might make it less effective against armies, but overall it's pretty decent of a unit. Think of all of the hard and soft counters to the unit: Stun/disable with OS Snipe and conc-grenade with mando Emp with ghosts Fungal and ...

 Forum: WoL-Balance   Topic: Stasis

 Post subject: Re: Stasis
Posted: April 19th, 2018, 8:36 am 

Replies: 10
Views: 8561


What are viking mines? Are you referring to Vulture mines? If so, i agree you should have a limit to the number of those as well. My suggestion on Changelings would be to make them detectable with a scan (is that possible?). If you send 50 to a base, you have to click on all of them individually to ...

 Forum: WoL-Balance   Topic: Stasis

 Post subject: Re: Stasis
Posted: April 17th, 2018, 6:43 am 

Replies: 10
Views: 8561


Here are two more ideas: - Put a timer on each stasis ward, similar to the PDD. The exact timer could be longer, but this will prevent players from stacking their entire base with them. - Cap the number of stasis wards that you can create. After you hit that specific number, creating a new ward wil...

 Forum: WoL-Balance   Topic: Stasis

 Post subject: Re: Stasis
Posted: April 16th, 2018, 7:13 am 

Replies: 10
Views: 8561


Stasis allows turtles to unfortunately turtle better. I've not seen any effective use of stasis outside of a turtle-move (i.e. nothing outside of a base) and it does nothing but prolong a game IMO. While it is countered easily, when combined with base-D, PF, tanks, full turtled-armies, and AU towers...

 Forum: WoL-Balance   Topic: Odin Make-Over Idea

 Post subject: Re: Odin Make-Over Idea
Posted: March 29th, 2018, 5:48 am 

Replies: 28
Views: 20773


1 more additional thought here on Nix.. it being able to lift burrowed/cloaked units without a scan or without using the Nix-eye is OP. The Phoenix-eye is an ability that detects, provides vision, and is a moving scan at the expense energy and I think that's what should have to be active to yank bur...

 Forum: WoL-Balance   Topic: Odin Make-Over Idea

 Post subject: Re: Odin Make-Over Idea
Posted: March 28th, 2018, 6:04 am 

Replies: 28
Views: 20773


One other thought here to make Nix usable and a counter to heroes better.. in addition to the above changes, take off ALL splash damage for the Nix. I can't come up with a good reason for splash other than feeding and since my proposed changes make the unit an anti-hero/support unit, it shouldn't be...

 Forum: WoL-Balance   Topic: Odin Make-Over Idea

 Post subject: Re: Odin Make-Over Idea
Posted: March 28th, 2018, 5:55 am 

Replies: 28
Views: 20773


If you give nix a single lift and make it not movable, it'll be destroyed quickly. The other army will focus it down quickly and then you're done. The changes to Nix are rough already. It's usable, but only after level 5, and even then you need to put some health upgrades on it to make it worth whil...

 Forum: WoL-Balance   Topic: Odin Make-Over Idea

 Post subject: Re: Odin Make-Over Idea
Posted: March 23rd, 2018, 8:21 am 

Replies: 28
Views: 20773


I believe upgraded contaminate lasts 12 seconds, unless it's bugged. Contaminate sure, but not root. It doesn't stop the Odin from firing for 12 seconds (or am I the one that's confused???). Since the changes to OS, it's not been a viable counter to Odin anymore. It helps with Queen, Archon, DA, Sp...
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