Page 3 of 6 FirstFirst 12345 ... LastLast
Results 21 to 30 of 52

Thread: Phase Shift doesn't work on your own units?

  1. #21

    Default Re: Phase Shift doesn't work on your own units?

    Quote Originally Posted by Nicol Bolas View Post
    It's not so much that. If Phase Out still allows the unit to move (and we have heard nothing either way on this), then you can essentially guarantee that a drop makes it to the location of interest by Phasing it out before it enters contested territory.
    I think I saw a report in IgroMir (somewhere anyway) that phased units can move and but can't attack or cast spells.
    StarCraft wiki; a complete and referenced database on the StarCraft game series, StarCraft II, Lore, Characters and Gameplay, and member of the StarCraft II Fansite Program.

    "Do you hear them whispering from the stars? The galaxy will burn with their coming."

  2. #22

    Default Re: Phase Shift doesn't work on your own units?

    I suspect itīs the same limitation that keeps Goblin sappers from being target of the Invisibility spell.
    Itīs really usefull most of the time but in certain cases itīs definetly broken. Itīs easy to see how Fade on the Prism can be problematic.

  3. #23
    Junior Member
    Join Date
    Jun 2009
    Posts
    196

    Default Re: Phase Shift doesn't work on your own units?

    Quote Originally Posted by Nicol Bolas View Post
    It's not so much that. If Phase Out still allows the unit to move (and we have heard nothing either way on this), then you can essentially guarantee that a drop makes it to the location of interest by Phasing it out before it enters contested territory.
    Not sure how long the SC version lasts, but the WC3 version didn't last very long (well, on LVL3 it kinda did) AND caused the unit to move very slowly. Was still used for some sick escapes but meh.

    I wouldn't be overly worried - you could also institute a "doesn't work on air units" clause if you want.

  4. #24

    Default Re: Phase Shift doesn't work on your own units?

    Quote Originally Posted by FrozenArbiter View Post
    Not sure how long the SC version lasts, but the WC3 version didn't last very long (well, on LVL3 it kinda did) AND caused the unit to move very slowly. Was still used for some sick escapes but meh.

    I wouldn't be overly worried - you could also institute a "doesn't work on air units" clause if you want.
    I agree with Arby. "Sweet I can get my transport past his bunker. Oh great now his army is camped out below my transport and hes building turrets."

    Of course you could time it so it wore off right when you got to your destination but that brings up another point. The most important transport action occurs with the opponent has little defence anyway (like a reaver drop). Once you know the opponent has gone for drops youll start making mineral line defense which means as soon as your transports come out of phase thell be shot down.

  5. #25

    Default Re: Phase Shift doesn't work on your own units?

    Quote Originally Posted by ArcherofAiur View Post
    Too be honest I liked HT when it had Temporal Rift + Psi Storm combo (oh hello slow army, welcome to your doom!)
    Eh, you get the same affect if another spell caster has temporal rift, though.

    Im not that thrilled at the phoenix "small unit cyclone" AND the HT "big unit cyclone w/drawback". Pick one and dont waste design space.
    The HT spell is more like banish from WC3 than anything. And the Phoenix ability is a reversed ensnare. Neither is anything like cyclone really. Plus, one immobilizes and one prevents action. And they come from completely different units, from completely different branches of the tech-tree.

    Anyway, I think Phase Shift should definitely work on your own units. Impose the slower movement speed if abuse is an issue. There are just way too many cool strategies that can be used with it to limit it to a crowd control spell.


    The Mother of all Queens!

    Thanks to Dynamik- for the signature!

  6. #26

    Default Re: Phase Shift doesn't work on your own units?

    Quote Originally Posted by Aldrius View Post
    The HT spell is more like banish from WC3 than anything. And the Phoenix ability is a reversed ensnare. Neither is anything like cyclone really. Plus, one immobilizes and one prevents action. And they come from completely different units, from completely different branches of the tech-tree.
    I know the differences. I just dont think their big differences. I think most of the time your using the spell for the same role.

  7. #27

    Default Re: Phase Shift doesn't work on your own units?

    Quote Originally Posted by n00bonicPlague View Post
    As I recall units inside a Vortex can be shot at.
    Are you Sure about that?... from the few graphics of it, it appeared that once a unit went into a vortex, it disappeared (ie there was nothing to shoot at)



    Also the Phoenix ability is Not like Ensnare/Web, because Ensnare/Web lets a unit continue to attack.... which I think Should be done for Anti gravity.

    If AntiGravity Was trully a "Reverse Web" where it allowed the unit to continue to attack, then it would NOT be used like Phase Shift is (defeat the enemy in detail by killing 1/2 of them, then the other 1/2).

    However, last information I had, AG was
    No action, no move, yes to get hit



    One problem with making the Phase shift slow movement is that it renders it closer to AntiGrav in terms of increasing "immobilization"... also if you want to make it a "save unit" then you need to allow that unit to retreat.. which means it needs to move at a reasonable speed.

    Perhaps introduce something like

    Phase Shift
    1. unit can't do anything but move (and see)
    2. unit can't get hit
    3. Unit has speed capped at ~10-15 (rather than 50% reduction)
    4. Unit has 0 collision size....so that it helps a unit that wants to retreat


    Or possibly.... when a unit is Phase Shifted, all units it is carrying immediately drop .... Possibly even to the nearest land if you want it not to be an instant "Kill the transport's cargo"

    What do you think about that rule.... it seems ok with lore, and it doesn't restrict the target in a wierd way (as in 'no Transports'... which would be wierder than 'no goblin sappers')

    so
    Phase Shift... lasts X seconds
    1. unit can't do anything but move (and see)
    2. unit can't get hit
    3. Unit drops all cargo on nearest land tile [Interceptors don't count as cargo]


    OK so proposed changes...

    Phase Shift... can cast on friend, but causes target units to instadump cargo on nearest land tile (target unit can't be picked up either?)

    Anti Grav.... can cast on friend, but targets can continue to attack and cast spells (to differentiate strategically from Phase Shift+Vortex)

    Vortex... if it let's you get shot at, stop that.

    What do people think of that?
    Last edited by Krikkitone; 11-13-2009 at 11:47 AM.

  8. #28
    Junior Member
    Join Date
    Jun 2009
    Posts
    196

    Default Re: Phase Shift doesn't work on your own units?

    I thought they said if you anti-grav a baneling it can kill your phoenixes if it self-destructs :P?

  9. #29

    Default Re: Phase Shift doesn't work on your own units?

    Quote Originally Posted by FrozenArbiter View Post
    I thought they said if you anti-grav a baneling it can kill your phoenixes if it self-destructs :P?
    But banelings do damage when they die... I don't think it is that they can do their normal attacks.

    If they can then... well I can see baneling being the exception (lifted baneling doing Air damage instead of Ground damage).. but otherwise they should do the same type of damage.. ie a lifted Hellion/Siege Tank/Marauder/Immortal/Roach/Reaper should be able to shoot units on the ground below it, but not ones in the air
    Last edited by Krikkitone; 11-13-2009 at 12:46 PM.

  10. #30

    Default Re: Phase Shift doesn't work on your own units?

    I agree, it should be able to be casted on your own units. After all, the energy requirement limits you. I don't think it could be abused, and it can open a bunch of interesting uses.

    Oh, the problem is that if the unit can move, it can bypass defenses, right? :-/
    But then, you would better NOT use it near your own defenses, as the enemy can exploit it.
    Last edited by Norfindel; 11-13-2009 at 12:59 PM.

Similar Threads

  1. [code] flag does not work properly
    By Gifted in forum Site Issues / Feedback
    Replies: 2
    Last Post: 09-16-2009, 07:47 AM
  2. Blog stuff doesn't work!
    By n00bonicPlague in forum Site Issues / Feedback
    Replies: 3
    Last Post: 09-05-2009, 08:26 PM
  3. Hated SC II units?
    By Bobo in forum StarCraft Discussion
    Replies: 86
    Last Post: 09-01-2009, 08:05 PM
  4. Good work
    By spychi in forum Site Issues / Feedback
    Replies: 7
    Last Post: 06-06-2009, 05:01 AM
  5. APC units - getting them to work in StarCraft II UMS
    By Kimera757 in forum StarCraft Discussion
    Replies: 14
    Last Post: 05-19-2009, 09:56 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •