Change the model for Marie Gold.
on another aspect of this topic that puts it in the Realm of - yea that's cute. hahaha... 39 light years away
I can see supportive rolls for hero abilities. That would be easier to balance anyways then say a Hyperion call down (lol, gg). But things like Cloaking pylon would seem ok if it was only available in mid game or so.
Heroes can work out. It worked out on Warcraft 3.
The smurf accounts (what at the moment is a rare case, among the arcade games) if that happens more often. Then we need to improve the system to track the first 20 secconds of the game (how fast they pick ship, upgrade with hotkeys and how fast they move out).
* For example if they cross a certain line, in a certain time.
(you know that they then know the system).
Then after the first match, where he is low rated because 30%.
it will be counted as 2 times, the usualy rating so in real its arround 60% for the rest of the 10-20 matches.
tracking even the first 20 seconds isn't really going to determine skill level though... EG: In a normal melee game in sc2, i can play as a PRO for the 1st two minutes. however. after that<~ i suck pretty bad because i am NOT pro. lol. there are 'standard' opening sequences in games that you can learn and still be BAD at the game in the long run. so if you get a player, a bad one, who knows exactly the opener to 'a game' and they do that everytime, the get an artificial inflation because of the "first 20 seconds" - it's also hard(er) to track a player the whole game length than a small sample at the beginning. Just seems to me, its MORE of a hassle to try and punish/reward players than it is worth it. imo.
Where modifying game files to get high rating
(Basic) Movement: Turning Rate^ 999.8437
Change this to 1 or 2 and the unit can be flanked or run around while it tries to turn
Field Marine - C-14 Gauss Rifle
(Basic) Stats: Arc 0
Stats: Arc Slop 11.25
set both of these to 0 so the unit has to be directly pointing at you giving you time to move out of the way of an attack.
The stalkers Orb-thing attack isn't going to be dodge-able because it attacks anything in range instantly, but you could turn down the movement speed of the projectile so you can see it comming and react.
Lastly - this might be the hard one. Add in a "behavior" that disables attack for the enemy unit. Reason for this is because in the 'game' the enemy is not able to attack you while you are beating it to a pulp. lol. So say your attack speed is 1.0 - add the behavior to say a .9 duration (can adjust to suit) so when you get the upper hand on a enemy it really hurts them. could also adjust this for 'boss' fights to only .25 stun duration to make it harder.
Just trying to give you ideas and lend a hand. have a nice day.
Somethings to consider:
Hero's can throw a MASSIVE imbalance issues in the game as well as alike abilities. such as a co-op map currently in sc2 would never make out to be a good Melee/standard game because of the abilities are so over powered. Even if you nerf them to the ground it could be pretty much a game breaking moment.
From sc1 to sc2 the majority of units are the same. You have a few new ones but the bulk of them are not different. Marine/Siege tank/Battlecruiser/Carrier, ect ect. So i would assume to go from SC2 to Sc3 you would almost have to have a good base of units from sc2 to build upon into sc3. Sure there isn't like wraith or valkyrie but its replaced with other units so that "roll" should still stand.
I already have more stuff on my plate to deal with and i am just offering suggestions on the project. Have a nice day.
I played your epilogue awhile back and one thing i noticed is that there are certain attacks you can not avoid because they are instant damage. In Neir, it appears from the youtube videos, everything can be dodged by jumping or moving away. The laser beams from the final boss are impossible to dodge. Also the "turn" speed on that thing is incredible fast meaning you can blink behind it and it turns in less time for the cooldown. so the only course there is to simply 'stay away' at a distance so you don't get lasered to death. lol. you should be able to 'blind side' an enemy when you blink behind it. my2c.
I have a map "in progress" it's on the back burner because of RTC contest, lol.
What it is about - and no, im not to worried about someone stealing this.
Name of my map is INSANE ASYLUM
In the start of the map you have to click on these little buttons that pop out on the screen. They range in size from large to very small. Why you have to do this is gather enough points to spawn your 'civilian' on the map. It's like a reaction RACE, 1st to click the little/large button gets the point(s). You have to get 10 points per player in the game, so 2 players 20 points, 4 players 40 points and so on.
After you get your 'civilian' you are tasked with improving him/her to KILL EVERYONE ala last man standing. The problem with that though is everyone is invisible. So you have to use tactics to make players reveal themselves. There are upgrades on your unit such as vision,speed,armor,energy,health. Each takes time to use and you are vulnerable when you are upgrading so its key as to not get killed in the process.
To kill other players you can make clones of yourself so if you see one of them die as another player kills it you know where they are because other clones can't kill anything. You can also deploy a creep tumor on the map that reveals "everyone" including yourself that is in range, marked out by the creep circle.
Each action you do will be a BEACON to other players on the map. you make a creep tumor, they will see it and kill you while you build it, you upgrade, there is a ping on the mini map giving your location. But if you sit there and do nothing, you can't win. Tough i know. You have to choose what you do with great precision or it could be a very fast game.
Have a nice day.
P.s. just noticed that there isn't a Preview button when making this, lol.
i'm not sure what the conflict is about specifically but - a good idea is to keep 'on subject' - this can tend to be difficult when personal attacks are thrown around but that gets no one anywhere near the solution to the problem. If it is about a sc2 map. then all related conversation should be about 'that map' and not about each other. if he/she continues to attack you personally then simply remove yourself from the conversation. Probably not 'all that' important if it is about a sc2 map to begin with. Being this is 99% hobby in all. Think of it like this: In a co-op map there are objectives. your conversation with this person also has objectives, Strive to accomplish that objective and leave it at that.
1(personal opinion)+2(personal opinion)=412553213 <- what you don't want. XD.
I am doing "stationary" objectives on my map but - shhhhhhhhhhhhhhhhhhhhh no. am not going to let you in on what it is till i publish it to public. HA :D Just an FYI - this hasn't been done before or even suggested (to my knowledge) before. :D
You probably don't know what it means because it doesn't have an exact meaning yet. It's just a catch-all term people use to say "I know it needs a lot more work, even if I don't know exactly what"
Next week i am going to publish my coop so...be ready muhahaha ^^
Hm, anyone else having difficulty getting attack waves to scale with difficulty? Their built in function for co-op map waves lets you choose supply and tech brackets, but these are supposed to scale based on difficulty. I can't seem to get them to do that. No matter what I set the difficulty level to, these attack waves always spawn set amounts.
I'm just doing it manually based on my own game attribute instead, just a shame if we can't use the built in scaling.