This was a 4 on 2 match, and on ice, two were on top, 2 on bottom, we were spread out as evenly as possible, getting 100% experience, except when we had to retreat due to being steamrolled
-After being steamrolled in a 4vs2 game by an ultralisk at level 20, while we were at level 9... Experience, well, considering 2 level 20 heroes vs 1 level 10 hero, you may notice this could cause some imbalance, as level increases all statistics, and (power from levels) is proportional to (i think ) ((1 + level/10)^2) (and some due to abilities i think).
The experience required to achieve the next level increases approximately linearly (the experience required for an additional level increases by 50 every 2 levels). This means that the total experience required to achieve a level from level 0 increases approximately quadratically. On the other hand, the benefit for an additional level (ignoring the benefit that you get from learning new abilities) is constant. Each level you gain 10% of your base damage, energy, shields, life and energy regeneration. So your hero's strength is proportional to (1 + (level/10)). Since the experience required for an additional level
increases linearly, where as the benefit is constant, overall you have diminishing returns to experience.
I dont think that takes into account the effect of attack and defense stats being multiplied, after all, aside from certain situations, such as being stunned for long enough to die, you can note that if your dps is 'A', your Health is 'B', your enemy's dps is 'C', then in an all in combat situation, you will deal A * B/C damage, correct? Now, if each level increases DPS by 10%, and health by 10%, then you gain 21% more Power, due to being alive longer, as well as dealing more damage. For another level, its a total of 20% and 20%, meaning (1.2*1.2 = 1.44) 44% boost, and at level 10, its (2.0*2.0 = 4.0) = 300% boost. This seems exponential to me.
The current experience range is 12. So in the early to mid game you basically get the experience in your lane (unless you share a lane with someone). So if it was 1v2 you should have been laning two lanes vs one lane and should have therefore been getting twice as much experience as the ultralisk hero (so the experience per hero should have been approximately the same). I can see an experience per hero difference in larger games (such as 6v4 due to lane sharing), but in 1v2, unless you are on the forest map (since the middle lane gives double experience), there shouldn't be a significant difference in experience per hero. Of course you have exceptions such as the zergling hero and baneling hero, which can double lane (but in your case, you said it was 2 vs an ultra hero). For level 9 you require 1700 experience, for level 20 your require 6500 experience. That means the ultralisk hero had nearly 4 times the experience as either of your heroes. That seems a bit extreme/unrealistic and if the ultralisk hero somehow managed to get to level 20 while your two heroes were at level 9 and have a quarter the experience each, that sounds a bit like the ultralisk player outplayed you guys.
Yes experience is a factor when looking at uneven teams. But realistically, the team with less players should have anywhere between 1-2 times as much experience per hero as the other team (due to the fact that the team with less players can't be in many locations at once). If you include the diminishing returns of experience, then the effect of experience isn't that large (generally a multiplier between 1 and sqrt(2)) when compared to leaver bonuses or mineral advantages. Then you also have complicating factors such as the fact that different maps have lanes that merge at certain points, the fact that in larger games players have to share experience, the fact that some heroes can double lane, the fact that experience has a ceiling and the fact that players can leave at any point in the game. I guess the main reason why I haven't paid much attention to experience when looking at uneven teams is because its effect is not that large and there are many complicating factors.
True, it is complecated, but it does have a large effect, especially considering at level 9 (we may have been at 11 by the point of the base dying, I need to send you the replay) we had (1.9*1.9 = 3.61) 261%, 341% at most, vs (3.0*3.0 = 9.0) 800%, which was certainly more than what we could handle
(I may be oversimplifying the model of how I calculate power, but It seems about right to me, considering)
-New bug, The marine drop pod works through FOW, at least at level 2, and considering I have already seen two abilities like this, I wonder if you made a mistake on some of the other abilities too.
Not really a bug. I just haven't added a sight requirement (same with the Warp In Zealots ability). I might add a sight requirement. I just wanted to see how people utilize the new items (spore cannons, orbitals commands, transfusion) to deal with the strategy of dropping units into your opponent's base.
While as a note, this was a 1vs1 match, but I was unable to fit enough spore cannons in the base to deal with it, considering how quickly they were destroyed in that case. Also, I had the zerg drop pod item, and it was unable to be used in the enemy base without site, so I assumed it was a bug
-The static defense upgrades seem a bit lackluster
I agree. I'll probably make the defense upgrade stronger.
-Also, the defense upgrade does not effect spore cannons.
I can make the upgrade help spore cannons, or other buildings if it makes the upgrade more appealing.
make the turrets, as they move closer to the base, be more powerful, have more damage, attack speed, and health.
I could do that. Though I was hoping that the upgrade would fill that role, so that whether or not you wanted stronger defences would be a stategic choice (which comes at the cost of minerals). Also, should I split the defence upgrade into two? (One for attack/range and another for armor/health)
I would prefer a single upgrade, But I also realized the upgrade only boosted life and range, rather than damage, and since they never outrange siege tanks, its not going to help :p
Also, Would a *charge* based ability for zerglings allow you to let them move quickly enough to engage without having to lag the game to death work? or is that what you already did before?
All the zerg units used to have a hidden charge ability from version 1.0 up until very recently. The reason I removed it is because it slowed down the game. Though I added things to compensate when I removed them (such as zergling armor or roach life).
Yes, I remember that phase, but I thought it was a periodic behavior, rather than a charge based ability that did that before. I do remember how laggy it used to be
SCV's Auto turret pathing is such that you can easily trap yourself when making a large number, can you make their pathing the full square, without cutting the corners off?
Okay, will add this.
Alternatively, It could work like the power field does, and restore (1,2,3) shield per second while it has shields rather than (2,4,6) while out of combat.
Maybe. Would like to play some games with the archon hero to see how powerful the current ability is. Maybe I should consider changing the delay before you regenerate shields.
SCV's Auto turret pathing is such that you can easily trap yourself when making a large number, can you make their pathing the full square, without cutting the corners off? Same with pylons too.
edit: Archon's plasma shield ability, the shield regen doesnt occur in combat ofc, so seems a bit less effective, although I suppose you could back off and let it regen. Alternatively, It could work like the power field does, and restore (1,2,3) shield per second while it has shields rather than (2,4,6) while out of combat.
@iiequalsexpipi: Go
After being steamrolled in a 4vs2 game by an ultralisk at level 20, while we were at level 9, I realized there was another (probably not considered) factor to worry about for leaver bonuses
As a note, the leaver bonus has a third factor you may have not noticed, although there were kinda 4 factors before.
Minerals, Experience, attack (include energy), defense (include energy and speed)
The previous mineral boost was removed, I think, so that is less of an issue, and was a good idea, as it would be preferable to have that part of the bonus go into timescale instead, if only so as to not cap out on minerals so soon.
Experience, well, considering 2 level 20 heroes vs 1 level 10 hero, you may notice this could cause some imbalance, as level increases all statistics, and (power from levels) is proportional to (i think ) ((1 + level/10)^2) (and some due to abilities i think). This means, that, considering that you get a larger share of experience with less players, either experience rate should be reduced, or time scale should ( i think experience)
As for attack and defense, well, those are multiplied, and the only *real* factors to the power of your hero, influenced by items (from minerals), levels (from experience) and Timescale(from leaver bonus)
Hopeful this will help.
edit: Oh, and yes, I would like the hero attack site link in the first post, yes, (or in your signature)
edit: New bug, The marine drop pod works through FOW, at least at level 2, and considering I have already seen two abilities like this, I wonder if you made a mistake on some of the other abilities too.
edit: The static defense upgrades seem a bit lackluster, make them 25% or so? (not just because I play probe a lot, but also because they seem to be quite ineffective compared to upgrading the actual units) Also, the defense upgrade does not effect spore cannons. (or buildings, but again, minor issue, although an extra 50% hp wouldn't hurt innately). Also, would you be able to reinforce the turrets at the bases, to both make sure there are no innate entry points (unless you kill some defenses) and make the turrets, as they move closer to the base, be more powerful, have more damage, attack speed, and health. Two buffs that boost damage and attack speed by 50% and 100%, along with health by the same amount, (and shield and regen) for the structures closer to the base would be interesting, as the defenses tend to be quite weak near the base, when it becomes an issue at least.
Also, I think zerglings (and the other zerg creeps) need to be more durable, or more damaging ( I think damaging is better) because I find that zerg waves tend to get annihilated more often than the other races. Also, Would a *charge* based ability for zerglings allow you to let them move quickly enough to engage without having to lag the game to death work? or is that what you already did before?
Found a bug with Mutalisk, when it gets level 2 fly, the summons are ground.
The changeling ability is annoyinging hard to use, can you allow right clicking on a target to make it explode next to that target, like banelings do, but without the auto acquire?
I think we need a link to the Hero attack forums on the front page of this thread.
- Warnings for when team base is under attack. :D
The act of making the Dark Templar's mana burn a percent makes me think of an alternate scaling method for spells, make damage and mana burning spells deal either a percent, or a flat amount + a percent. At the very least, doing this for (all) mana burning effects, could be beneficial.
The medic, I think, would be more interesting to play as, for me at least, if there were premade teams, which preplanned their setup, so that they would *always* have a number of biological allies for healing targets later, same with scv (although I would play scv anyway, after all, scv tends to be useful anyway, not so sure about medic)
I would request that a two changes be made for convenience,
"Heroes (other than baneling and zergling heroes) are now automatically selected when they respawn."
If both are dead when one respawns, select the first to respawn and snap the camera. when one is still alive don't.
Terran Vulture hero, the lay mines ability i find to be a hassle compared to how it works in the campaign/melee. Is it possible to make it so that you have a capacity of x mines that are rebuilt in y seconds for z energy cost, similar to how in campaign vultures can rebuild mines for a time and mineral cost?
Edit:
The power field item (for protoss) aura would be more useful if it's bonus worked in combat, though at a slower rate, and only if they already had shields active.
Also interceptor tooltip doesn't show damage, cooldown, or range (range it will acquire targets)
"While the game isn't supposed to be balanced around 1v1 I think you weren't aggressive enough in that game. You kept trying to chase your friend's mutalisk hero with a dt hero which isn't going to work, especially if they have burrow. Maybe you should have tried to attack the other teams base and force the mutalisk hero to come to you? That strategy might have been more effective."
Hmm, Yea, Dark Templar isn't really the class to combat mutalisks, but seeing as you dont know what the will pick until the game already started, i kinda had a disadvantage there. And It probably would have been better to try to attack the base, though I didn't think i would last long enough to kill a spawning building myself. and yea, that burrow skill choice was very good on his part. And Im not surprised that the game isnt balanced around 1v1, but seeing as i rarely have enough people for 2vs2 on and not busy at a time (mainly due to low on popularity list)
Oh, and two questions about mechanics. One, how does income work? It looks like bounty is given to the killer and if the base has minerals every 30 seconds it splits it between the players. Also how does experience credit work, i know it is credited to heroes that are close to dying enemies, but is it split between heroes? I couldn't tell with a 2vs2 game, but it should be reduced in the case of 2 or more heroes to reduce level up rate.
I also think that each time the teams get a new spawning building type, that all lower level creeps should get an upgrade. Though this may be intended, all of the creeps are nearly harmless to a hero with level 4 armor items, more so with health regeneration items. I think that they should be at least something to worry about later in the game as a possible way to die.
Anyway, I'm busy with school stuff for the next few days so I might not be able to release another version until the weekend. You feedback is very helpful however.
I try to give feedback on any games I enjoy to improve them, because bugs dont get fixed until the creator knows about them, and it generally has the bonus effect of saying that I care about the work you do making this game, and to please continue when you have the free time required to do so.
Edit: New info, Played a solo game with a Thor, immortality protocol is kinda broken, as when you take fatal damage, you keep the same hp in the wreckage form, and the same hp when you revive, though I got my shield back to full immediately.
Right now I have the range at 0.5, but I can change it to 0 if you prefer. I did this so that it is still possible to use the morph ability if your hero is completely surrounded by units (imagine the situation where you are the spore crawler hero and are uprooted, it would be annoying if you get surrounded by zerglings and cannot root because you cannot move to the right location).
Ah, makes sense now, It should say that in the tooltip tho, or possibly try to get as close to the target point as possible before rooting/sieging, so that both situations would work maybe.
oh, and as drone, you can morph from spine to spore if you have spine but not spore researched, which is a problem.
New replay, Played as dark templar vs mutalisks, and managed to permakill them somehow again, also void prision seems to leak on heros still, and I ran into a bit of trouble in that game where they managed to take out two spawning buildings which gave me a severe disatvantage. i probably would have lost due to attrition if not for the permakill bug which caused us to have to end it.
The siege tank hero’s siege mode ability as well as the spine crawler and spore crawler abilities of the drone hero have been changed slightly. Instead of these being an instant abilities where you click the morph ability and morph at your location, these abilities are now target abilities where you click the location you want to morph at and then your hero will move to that location and then morph. Furthermore, range and placement actors have been added to these abilities such that you can see the attack range of the hero when you are deciding where to morph the hero. This means that you no longer have the issue where you siege up, realise that you are slightly out of range, unsiege, adjust your position slightly and then have to siege up again. Note: when you are deciding the morph location 3 range actors are shown, one for each level of your ability, so if you have siege mode level 1 then use the smallest radius range actor and if you have siege mode level 3 use the largest radius range actor. Unfortunately unit validators do not work with placement actors so I cannot show only the range actor that corresponds to the current level of the ability. I’ll try to find a work around to this issue however.
This is a wonderful method, that I think melee games should use for siege tanks and spine/spore crawlers. The only thing I noticed is that the siege tank when i tested it, sieges a little bit away from the middle, either because you have a range higher than 0, or because the tick box include unit radius is used, which means that the unit's radius is added to the ability range. Question, do devastator missile actually have 10 damage with a 2 second cool down? That seems a bit low, and wouldn't be that useful.
Oh, and the lurker form of hydralisks probably should have this as well, since it is the same type of unit.
Ran into several bugs in my latest game, where I played as a dark Templar vs My friends archon,
- When I killed him(her? them?) under the effect of void prision, the special effect was leaked.
- They failed to repawn after I killed them the third time, not sure what the conditions were leading up to this.
slight note
- Cloaked units with an intercepter will have their location be obvious, though they are still not targetable.
Edit: Played a second game with 4 people. with a marine and a siege tank vs a dark templar and an archon.
The dark templar and marine had to leave early, but we finished the game anyway.
The game started smoothly, and I think it was only when I bought the shield generator for the seige tank that i ran into trouble. The shield charge reset to full when i morphed, and after selling it to avoid the continous abuse it would result in, the leveling bonus (+5 shield per level) remained, and kept increasing with levels (I think, though at level 10 it was at 25, so maybe not) Also at some point the siege mode range was reduced to 10 and I lost my range indecator. The barrage ultimate ability also stopped working
Comments: I think that all alternate form's with attacks when in their main form should show the range of their attacks before morphing, so that I can position a siege tank or drone just in range to shell/stab towers hopefully without being attacked back. Perhaps if possible make the ranges color coded and the info be in the tooltip.
These dont all necessarily make the game unplayable, at least not all of them, but They do make it slightly less attractive as an option. Having said that, And being on the NA Bnet, I would be happy to help you test this map (or join a private group of people playing this map seeing as that is necessary for any low popularity maps)
Edit: Played anouther few games. The shield generator for Terran seems to be completely bugged atm, it seems that about 1 half of the level bonus to shields is staying when the item is removed. Also, some items are not registered as being equiped when you get them, and they dont work unless you drop them and pick them back up. Also the vulture's spider mines I think should be done like they are in campaign where you have x charges and have to construct new mines to place them, but charging the same amount of energy as the ability does now and using the same cooldown for the build time, and have 3/6/9 charge limit.
Edit: Playing again as dark templar, and again the other player failed to respawn after I killed him. Also, I would request that all cloaking/burrowing units while cloaked/burrowed should be able to see the detect range circle of detectors they can see.
"I think the recall items shouldn't be able to be used in combat, at least make you wait 5 seconds, and all of the heroes should have push priority over creeps."
"Good ideas. I will definately try to add those in the next version. Though a few people have objected to adding a timer to the teleport items because they like to use them to escape combat."
In my opinion, there should be at least some limitation to the usage of teleporting right out of combat, seeing as I would find it extremely annoying to have a instant button that if you have nearly no delay and sufficient reflexes, and are not being stunned by a Terran's attack or an ability, then you are impossible to kill for a small money cost in cash, then it seems over powered to me. A few possibilities would be to make a delay after taking damage, make it have a channel time that is interrupted by damage (or not, but increases damage taken for channel duration) or some other method to prevent this. This is annoying mainly because it requires you to kill the enemy before their reflexes allow them to hit a single key that will negate your attempt to kill them, rather than a time saver for going back to base like I think it should be.
I think the recall items shouldn't be able to be used in combat, at least make you wait 5 seconds, and all of the heroes should have push priority over creeps.
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edit: Please do not reply to this post, I would like to not have a duplicate conversation :p
@iiequalsexpipi: Go
SCV's Auto turret pathing is such that you can easily trap yourself when making a large number, can you make their pathing the full square, without cutting the corners off? Same with pylons too.
edit: Archon's plasma shield ability, the shield regen doesnt occur in combat ofc, so seems a bit less effective, although I suppose you could back off and let it regen. Alternatively, It could work like the power field does, and restore (1,2,3) shield per second while it has shields rather than (2,4,6) while out of combat.
@iiequalsexpipi: Go After being steamrolled in a 4vs2 game by an ultralisk at level 20, while we were at level 9, I realized there was another (probably not considered) factor to worry about for leaver bonuses
As a note, the leaver bonus has a third factor you may have not noticed, although there were kinda 4 factors before. Minerals, Experience, attack (include energy), defense (include energy and speed)
The previous mineral boost was removed, I think, so that is less of an issue, and was a good idea, as it would be preferable to have that part of the bonus go into timescale instead, if only so as to not cap out on minerals so soon.
Experience, well, considering 2 level 20 heroes vs 1 level 10 hero, you may notice this could cause some imbalance, as level increases all statistics, and (power from levels) is proportional to (i think ) ((1 + level/10)^2) (and some due to abilities i think). This means, that, considering that you get a larger share of experience with less players, either experience rate should be reduced, or time scale should ( i think experience)
As for attack and defense, well, those are multiplied, and the only *real* factors to the power of your hero, influenced by items (from minerals), levels (from experience) and Timescale(from leaver bonus)
Hopeful this will help.
edit: Oh, and yes, I would like the hero attack site link in the first post, yes, (or in your signature)
edit: New bug, The marine drop pod works through FOW, at least at level 2, and considering I have already seen two abilities like this, I wonder if you made a mistake on some of the other abilities too.
edit: The static defense upgrades seem a bit lackluster, make them 25% or so? (not just because I play probe a lot, but also because they seem to be quite ineffective compared to upgrading the actual units) Also, the defense upgrade does not effect spore cannons. (or buildings, but again, minor issue, although an extra 50% hp wouldn't hurt innately). Also, would you be able to reinforce the turrets at the bases, to both make sure there are no innate entry points (unless you kill some defenses) and make the turrets, as they move closer to the base, be more powerful, have more damage, attack speed, and health. Two buffs that boost damage and attack speed by 50% and 100%, along with health by the same amount, (and shield and regen) for the structures closer to the base would be interesting, as the defenses tend to be quite weak near the base, when it becomes an issue at least.
Also, I think zerglings (and the other zerg creeps) need to be more durable, or more damaging ( I think damaging is better) because I find that zerg waves tend to get annihilated more often than the other races. Also, Would a *charge* based ability for zerglings allow you to let them move quickly enough to engage without having to lag the game to death work? or is that what you already did before?
Found a bug with Mutalisk, when it gets level 2 fly, the summons are ground.
The changeling ability is annoyinging hard to use, can you allow right clicking on a target to make it explode next to that target, like banelings do, but without the auto acquire?
I think we need a link to the Hero attack forums on the front page of this thread.
- Warnings for when team base is under attack. :D
The act of making the Dark Templar's mana burn a percent makes me think of an alternate scaling method for spells, make damage and mana burning spells deal either a percent, or a flat amount + a percent. At the very least, doing this for (all) mana burning effects, could be beneficial.
The medic, I think, would be more interesting to play as, for me at least, if there were premade teams, which preplanned their setup, so that they would *always* have a number of biological allies for healing targets later, same with scv (although I would play scv anyway, after all, scv tends to be useful anyway, not so sure about medic)
I would request that a two changes be made for convenience, "Heroes (other than baneling and zergling heroes) are now automatically selected when they respawn." If both are dead when one respawns, select the first to respawn and snap the camera. when one is still alive don't.
Terran Vulture hero, the lay mines ability i find to be a hassle compared to how it works in the campaign/melee. Is it possible to make it so that you have a capacity of x mines that are rebuilt in y seconds for z energy cost, similar to how in campaign vultures can rebuild mines for a time and mineral cost?
Edit:
The power field item (for protoss) aura would be more useful if it's bonus worked in combat, though at a slower rate, and only if they already had shields active. Also interceptor tooltip doesn't show damage, cooldown, or range (range it will acquire targets)
"While the game isn't supposed to be balanced around 1v1 I think you weren't aggressive enough in that game. You kept trying to chase your friend's mutalisk hero with a dt hero which isn't going to work, especially if they have burrow. Maybe you should have tried to attack the other teams base and force the mutalisk hero to come to you? That strategy might have been more effective."
Hmm, Yea, Dark Templar isn't really the class to combat mutalisks, but seeing as you dont know what the will pick until the game already started, i kinda had a disadvantage there. And It probably would have been better to try to attack the base, though I didn't think i would last long enough to kill a spawning building myself. and yea, that burrow skill choice was very good on his part. And Im not surprised that the game isnt balanced around 1v1, but seeing as i rarely have enough people for 2vs2 on and not busy at a time (mainly due to low on popularity list)
Oh, and two questions about mechanics. One, how does income work? It looks like bounty is given to the killer and if the base has minerals every 30 seconds it splits it between the players. Also how does experience credit work, i know it is credited to heroes that are close to dying enemies, but is it split between heroes? I couldn't tell with a 2vs2 game, but it should be reduced in the case of 2 or more heroes to reduce level up rate.
I also think that each time the teams get a new spawning building type, that all lower level creeps should get an upgrade. Though this may be intended, all of the creeps are nearly harmless to a hero with level 4 armor items, more so with health regeneration items. I think that they should be at least something to worry about later in the game as a possible way to die.
Anyway, I'm busy with school stuff for the next few days so I might not be able to release another version until the weekend. You feedback is very helpful however.
I try to give feedback on any games I enjoy to improve them, because bugs dont get fixed until the creator knows about them, and it generally has the bonus effect of saying that I care about the work you do making this game, and to please continue when you have the free time required to do so.
Edit: New info, Played a solo game with a Thor, immortality protocol is kinda broken, as when you take fatal damage, you keep the same hp in the wreckage form, and the same hp when you revive, though I got my shield back to full immediately.
Right now I have the range at 0.5, but I can change it to 0 if you prefer. I did this so that it is still possible to use the morph ability if your hero is completely surrounded by units (imagine the situation where you are the spore crawler hero and are uprooted, it would be annoying if you get surrounded by zerglings and cannot root because you cannot move to the right location).
Ah, makes sense now, It should say that in the tooltip tho, or possibly try to get as close to the target point as possible before rooting/sieging, so that both situations would work maybe.
oh, and as drone, you can morph from spine to spore if you have spine but not spore researched, which is a problem.
New replay, Played as dark templar vs mutalisks, and managed to permakill them somehow again, also void prision seems to leak on heros still, and I ran into a bit of trouble in that game where they managed to take out two spawning buildings which gave me a severe disatvantage. i probably would have lost due to attrition if not for the permakill bug which caused us to have to end it.
The siege tank hero’s siege mode ability as well as the spine crawler and spore crawler abilities of the drone hero have been changed slightly. Instead of these being an instant abilities where you click the morph ability and morph at your location, these abilities are now target abilities where you click the location you want to morph at and then your hero will move to that location and then morph. Furthermore, range and placement actors have been added to these abilities such that you can see the attack range of the hero when you are deciding where to morph the hero. This means that you no longer have the issue where you siege up, realise that you are slightly out of range, unsiege, adjust your position slightly and then have to siege up again. Note: when you are deciding the morph location 3 range actors are shown, one for each level of your ability, so if you have siege mode level 1 then use the smallest radius range actor and if you have siege mode level 3 use the largest radius range actor. Unfortunately unit validators do not work with placement actors so I cannot show only the range actor that corresponds to the current level of the ability. I’ll try to find a work around to this issue however.
This is a wonderful method, that I think melee games should use for siege tanks and spine/spore crawlers. The only thing I noticed is that the siege tank when i tested it, sieges a little bit away from the middle, either because you have a range higher than 0, or because the tick box include unit radius is used, which means that the unit's radius is added to the ability range. Question, do devastator missile actually have 10 damage with a 2 second cool down? That seems a bit low, and wouldn't be that useful. Oh, and the lurker form of hydralisks probably should have this as well, since it is the same type of unit.
Ran into several bugs in my latest game, where I played as a dark Templar vs My friends archon,
- When I killed him(her? them?) under the effect of void prision, the special effect was leaked. - They failed to repawn after I killed them the third time, not sure what the conditions were leading up to this.
slight note - Cloaked units with an intercepter will have their location be obvious, though they are still not targetable.
Edit: Played a second game with 4 people. with a marine and a siege tank vs a dark templar and an archon. The dark templar and marine had to leave early, but we finished the game anyway. The game started smoothly, and I think it was only when I bought the shield generator for the seige tank that i ran into trouble. The shield charge reset to full when i morphed, and after selling it to avoid the continous abuse it would result in, the leveling bonus (+5 shield per level) remained, and kept increasing with levels (I think, though at level 10 it was at 25, so maybe not) Also at some point the siege mode range was reduced to 10 and I lost my range indecator. The barrage ultimate ability also stopped working
Comments: I think that all alternate form's with attacks when in their main form should show the range of their attacks before morphing, so that I can position a siege tank or drone just in range to shell/stab towers hopefully without being attacked back. Perhaps if possible make the ranges color coded and the info be in the tooltip.
These dont all necessarily make the game unplayable, at least not all of them, but They do make it slightly less attractive as an option. Having said that, And being on the NA Bnet, I would be happy to help you test this map (or join a private group of people playing this map seeing as that is necessary for any low popularity maps)
Edit: Played anouther few games. The shield generator for Terran seems to be completely bugged atm, it seems that about 1 half of the level bonus to shields is staying when the item is removed. Also, some items are not registered as being equiped when you get them, and they dont work unless you drop them and pick them back up. Also the vulture's spider mines I think should be done like they are in campaign where you have x charges and have to construct new mines to place them, but charging the same amount of energy as the ability does now and using the same cooldown for the build time, and have 3/6/9 charge limit.
Edit: Playing again as dark templar, and again the other player failed to respawn after I killed him. Also, I would request that all cloaking/burrowing units while cloaked/burrowed should be able to see the detect range circle of detectors they can see.
"I think the recall items shouldn't be able to be used in combat, at least make you wait 5 seconds, and all of the heroes should have push priority over creeps."
"Good ideas. I will definately try to add those in the next version. Though a few people have objected to adding a timer to the teleport items because they like to use them to escape combat."
In my opinion, there should be at least some limitation to the usage of teleporting right out of combat, seeing as I would find it extremely annoying to have a instant button that if you have nearly no delay and sufficient reflexes, and are not being stunned by a Terran's attack or an ability, then you are impossible to kill for a small money cost in cash, then it seems over powered to me. A few possibilities would be to make a delay after taking damage, make it have a channel time that is interrupted by damage (or not, but increases damage taken for channel duration) or some other method to prevent this. This is annoying mainly because it requires you to kill the enemy before their reflexes allow them to hit a single key that will negate your attempt to kill them, rather than a time saver for going back to base like I think it should be.
I think the recall items shouldn't be able to be used in combat, at least make you wait 5 seconds, and all of the heroes should have push priority over creeps.