Re: Some of the attack animations
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Originally Posted by
Nicol Bolas
I'm sorry, but that looks powerfully stupid. Further, explosions suggest radial AoE, while the Colossus has linear AoE. So it wouldn't look correct with the attack.
Thanks for your humble opinion.
I think we talked about splash in the thread i linked to.
Liraco says:
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Damage works the same as before, just imagine you made the beam wider right at the center. There's still a "splash" area at the edges of the beams but the "focus point" (the line and center area) give full damage.
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The "beam clap" isn't supposed to have as big of an area as a reaver or siege tank (not that I'm against it) but it certainly makes it wide enough to be noticeable and caught those trying to get out of its way.
Blizzard could balance it however the heck they want though. Its only an idea.
Re: Some of the attack animations
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Originally Posted by
RedPineApple
I will go out on a limb and say that this stuff will be fixed (or at least most of it) by launch. The art team has been pretty anal until now so I doubt they will let the game launch with subpar animation.
Personally, I like the colossus animation. The few they had before sucked pretty bad. But the 2 beams in-swinging is nice.
Hydralisk I think is the worst of them all. The unit literally convulses and fires toenails that pop for 10 damage. I am not against the spine flying out and pegging a target, but make something more visible on top of that. Some green mucus, a trail, a more vibrant projectile path. ANYTHING! lol
The Venomancer attack animation for DotA (in WC3) is superior to the current hydralisk attack animation. And it's not even very good.
Re: Some of the attack animations
It's true. Zealots swing too much. They need to jab their blades like in the original, as if they are puncturing their enemies while wielding rapiers.
Re: Some of the attack animations
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They need to jab their blades like in the original, as if they are puncturing their enemies while wielding rapiers.
But they're not wielding rapiers. They're wielding short blades mounted to their arms. Clearly slashing weapons, not stabbing weapons.
Re: Some of the attack animations
I dont know if its the attakc animation or something... buthe Void rays now keep the damage upgrade when they change targets????? I mean they dont restart the attack from the lowest to the highest... they keep it?????
Is it a bug or is it how it works???
Re: Some of the attack animations
I agree with most people here, the Zealot needs more punch. But the Hydralisk is worse! Firstly, it has an incredibly fast attack animation, meaning it's attack hit early. Secondly, the missiles are almost impossible to see. Thirdly, they got insane dmg vs some units, so not being able to see that they shoot kinda sucks. Makes micro way harder.
Re: Some of the attack animations
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But they're not wielding rapiers. They're wielding short blades mounted to their arms. Clearly slashing weapons, not stabbing weapons.
They're perfectly capable of stabbing. These aren't "conventional" blades that have sharp edges.
Re: Some of the attack animations
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These aren't "conventional" blades that have sharp edges.
Cutting does more damage. It covers a larger area than a stab.
Re: Some of the attack animations
Quote:
Originally Posted by
Nicol Bolas
Cutting does more damage. It covers a larger area than a stab.
Do you mean scratching deals more damage than stabbing? I'm with Pandonetho and anyone that says that they should at least add the old SC1 stabbing animation.(they don't seem to cut at all, if that were the case, I want maim and dismember animations...) Although I don't think they should remove the other animations, maybe improve them.
About this...
http://img210.imageshack.us/img210/3...ssusattack.gif
Hmm I think a similar animation could be implemented, but the explosion should be just an eye candy and not seem to deal damage...
EDIT
What the guy who created the animation says sounds interesting:
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Originally Posted by Liraco
While tossing around some ideas, the Hulk's thunderclap came to mind.
Basically, the Colossus starts out the attack with the thermal lances "wide open" like the current animation but quickly close in on the main target. Part "clap", part "don't cross the streams!", the linear attack remains but there's a considerably larger splash area right at the center of the attack.
The attack is more like the Reaver's with a large circular splash while maintaining the "frontline-destroying" horizontal beam. Since units tend to clump up more, even a bunch of melee units would take more damage because they tend to group up.
And about Hydralisks
Quote:
Originally Posted by
Dauntless
I agree with most people here, the Zealot needs more punch. But the Hydralisk is worse! Firstly, it has an incredibly fast attack animation, meaning it's attack hit early. Secondly, the missiles are almost impossible to see. Thirdly, they got insane dmg vs some units, so not being able to see that they shoot kinda sucks. Makes micro way harder.
I've been saying this the whole thread! Hydralisks' attack animation is just awful!
Re: Some of the attack animations
Hydra's attack animation would be greatly improved if they just made the attack shoot out 3 or 4 small spines instead of one larger spine, and maybe colored the spines acid green with a bit of a glow (similar to the Roach's attack only in spine form). The Hydralisk's attack looks so lame because it's just shooting out one quill. If it shot out a volley of acid-quills it would be much better.
Also, the "pfft" noise it makes is pretty weak. I really liked the original SC attack noise for hydralisk's a lot more (not to mention the sound they made when they died).