Agreed. In fact, I think it's nearly identical to the original graphic which DID trap stuff.it LOOKS like it should trap stuff, not push it away.
Although in its defense, it sort of looks like it does both.
07-22-2009, 10:36 PM
#11
Agreed. In fact, I think it's nearly identical to the original graphic which DID trap stuff.it LOOKS like it should trap stuff, not push it away.
Although in its defense, it sort of looks like it does both.
07-22-2009, 10:45 PM
#12
from what it sounded like at first i thought it would be like a psi wall or something...but yea i dont like the dome thing either...but i dont think it should trap units. it would way too useful. even if you were to nerf the overall ability.....its still too flexible to me if it could trap units
07-22-2009, 11:11 PM
#13
The Dome I assume is for the sake of convenience.
Since if it was a wall, the game wouldn't know how to differentiate whether you wanted to cast it vertically to block a vertical choke, or horizontally, or diagonally, at any other angle or what have you.
This dome type shape makes it flexible to be cast anywhere.
I'd suggest making the dome opaque as to rid the illusion that it can trap units.
However, that would make it difficult to see units that are actually underneath the forcefield like maybe a lone stalker or whatever.
So, really, I think it's fine just the way it is.
The solid walls that make up the shape create the feeling that it's more of a wall, whereas if the forcefield was spherical it would look mainly like a trapping spell.
At least we now have an actual forcefield for UMS games instead of chaining machine shops together and calling it a magical barrier.
Last edited by Pandonetho; 07-22-2009 at 11:20 PM.
07-23-2009, 12:04 AM
#14
07-23-2009, 08:05 AM
#15
07-23-2009, 09:10 AM
#16
I wonder if Colossi can walk over the force fields... Can they still path over smaller units like in 2007?
Decepticons, transform and rise up!
07-23-2009, 09:21 AM
#17
07-23-2009, 09:45 AM
#18
It works both ways right? Smaller units can path under a Colossus the same way Colossi can path over them.
Decepticons, transform and rise up!
07-23-2009, 11:07 AM
#19
07-23-2009, 12:03 PM
#20
Um what? Yes, they can tweak it to take time to explode after unburrowing, by why would you even WANT that? It'll become just like the infested Terran then.In fact, they taken some time to explode after unburrowing, and this time can be tweaked into balance. The news about they being allowed to explode while burrowed so early game makes me nervous, even if detection is relatively more accesible.
And it doesn't matter anyway, whether a baneling is killed or blows up of its own accord it still does damage (quoting Nicol). So it's not like you're going to be running away anytime soon.
Fact is, it doesn't make a SHRED of difference whether it blows up unburrowing or not.
Last time it unburrowed to blow up was just as instantaneous of a death to marines as when it blows up underground. There is NO difference.
In open spaces against fast units like Zerglings? Not too hard at all, but you're just gonna have to keep microing to surround it because it'll step out of the way.How easy is it to surround a Colossus? And would units directly underneath it also attack it?
In tight spaces? A surround will be impossible because he'll just step up a cliff.
As for underneath? Yes, they still attack.