Havn't managed to find myself some time to play the full map (mission 5), but I think the resource limit on the main base was a good nerf to players, and does up the difficulty as they need to defend multiple points sooner. Still think that destruction wave remains a little strong due to it's low cooldown and lack of long range units that aren't as affected by it, and that you can mine out everything before activating the drill. But please take this with a grain of salt because I didn't get much father than grabbing a second base.
Bugs:
When you select a bunch of stalkers and use capacitor, if ANY of them have damaged shields, it activates it for ALL stalkers, not just the ones damaged.
I don't think auto-sacrifice is working right? My shields weren't even broken and supplicants got sacc'd, losing out on half that healing.
- I was testing two days auto sacrifice and it was okey. The supplicant use that ability only if alarak has damaged health.
seems like Auto-sac activates when he takes any hp damage, which is a bit soon tbh. Needs to be like critical or half health. It's hard to see visually if you're getting hp healing out of that.
- I will check these slayers. Maybe I will change their shield ability to something more useful and new.
Yeah more testing has revealed that ALL their cooldowns activate when one activates heal.
As for whether shield healing is useful? I'm going to say "not really" because blink micro exists. I mean it's useful if you want to put them back in combat right away or as a skill floor for ppl who don't blink micro, but other than that not that big a deal tbh.
I didnt nerf main base resource limit ^^
I see, it's just that the hybrid are tough to take down in large numbers with only 30-40 stalkers + alarak. That's def good, makes them as frightening as they should have been tbh. Will have to take more than 1 base next time.
Finally got around to playing mission 5. The ability to not activate the drill until your army reaches a critical mass makes the mission easy on any difficulty. The base north of the Drill has too many resources in my opinion, I ended the mission with more than 10k minerals in the bank thanks to it.
All units feel like they have a valuable role. There is no "mass x" composition that does better than a mix. Stalkers are the most efficient DPS, but are large+bulky. Adepts cost a lot, but they will lower the size of your army. Supplicants are cheap mineral tanks that do no damage. And vanguards are anti-ground but can be dodged by mobile enemies.
The hybrid feel varied. The boss wasn't really noticeable aside from being a large hp bar.
A large step up from the previous mission 5, but still loses the brilliant tension put in mission 4.
Havn't managed to find myself some time to play the full map (mission 5), but I think the resource limit on the main base was a good nerf to players, and does up the difficulty as they need to defend multiple points sooner. Still think that destruction wave remains a little strong due to it's low cooldown and lack of long range units that aren't as affected by it, and that you can mine out everything before activating the drill. But please take this with a grain of salt because I didn't get much father than grabbing a second base.
Bugs:
When you select a bunch of stalkers and use capacitor, if ANY of them have damaged shields, it activates it for ALL stalkers, not just the ones damaged.
I don't think auto-sacrifice is working right? My shields weren't even broken and supplicants got sacc'd, losing out on half that healing.
The condensed Custom Campaign Initiative is on this Google Sheet!
List of my Custom campaign text reviews (warning: only the first half of each is serious)
Well thank you for your time.
- I was testing two days auto sacrifice and it was okey. The supplicant use that ability only if alarak has damaged health.
- I will check these slayers. Maybe I will change their shield ability to something more useful and new.
I didnt nerf main base resource limit ^^
seems like Auto-sac activates when he takes any hp damage, which is a bit soon tbh. Needs to be like critical or half health. It's hard to see visually if you're getting hp healing out of that.
Yeah more testing has revealed that ALL their cooldowns activate when one activates heal.
As for whether shield healing is useful? I'm going to say "not really" because blink micro exists. I mean it's useful if you want to put them back in combat right away or as a skill floor for ppl who don't blink micro, but other than that not that big a deal tbh.
The condensed Custom Campaign Initiative is on this Google Sheet!
List of my Custom campaign text reviews (warning: only the first half of each is serious)
Finally got around to playing mission 5. The ability to not activate the drill until your army reaches a critical mass makes the mission easy on any difficulty. The base north of the Drill has too many resources in my opinion, I ended the mission with more than 10k minerals in the bank thanks to it.
All units feel like they have a valuable role. There is no "mass x" composition that does better than a mix. Stalkers are the most efficient DPS, but are large+bulky. Adepts cost a lot, but they will lower the size of your army. Supplicants are cheap mineral tanks that do no damage. And vanguards are anti-ground but can be dodged by mobile enemies.
The hybrid feel varied. The boss wasn't really noticeable aside from being a large hp bar.
A large step up from the previous mission 5, but still loses the brilliant tension put in mission 4.
The condensed Custom Campaign Initiative is on this Google Sheet!
List of my Custom campaign text reviews (warning: only the first half of each is serious)