Question is, did your team leak in that round also? The temple doesn't
neccessarily have to nuke on every leak, but it could. You could be at
5, and them at 50, leak 1 and get nuked, while they leak 20, and lose 3
turrets.
Nice work Veridian :)
Although, Implosion's are still doing double dmg to what they say...
Normal ground unit dmg is 1280 / 2 sec attack speed, but it has 2
attacks (IE hits for 1280 2x every 2 sec), so its 1280 dps for ground
units (3840 for air, plus splash).
That doesn't sound right. That basically means that you can win or lose through nothing but pure blind luck, which defeats the entire purpose of the defense. I'm pretty sure the nuke only launches at 50, and it's supposed to hit the side that hit 50. It's not; it appears to always hit the east bottom no matter which side leaked to 50.
I played this map a few more times and I've come to the conclusion that there really really [b]really[/b] needs to be a high armor or high regeneration wave. People build these enormous mazes that take 3-5 minutes for the waves to walk through... and they don't kill anything. so they make their maze even longer. It makes the game move really slowly, and that makes people leave out of boredom. Mixing in high armor/regen waves and telling people about it discourages this kind of mazing and forces people to actually tech. It doesn't need to be super high armor, but even 5 armor or some amount of regen would completely kill these builds.
Played easy mode. When the west side leaked to 50 it launched a nuke... and it hit the east side (bottom player). I'm pretty sure the east side isn't supposed to be penalized for the west side leaking?
When the east side leaked to 50, another nuke launched and hit the east side once again (bottom player again).
Gas nodes are bugged; workers run in a big circle around them before mining meaning you need 8-10 workers per node instead of the standard 3.
Upgrades don't work past level 1
Mineral/gas pickups don't respawn. Not sure if they're supposed to or not but it doesn't seem to serve much purpose if they don't.
The map is really really big for no discernible reason. Builders have about 3x more space than they need, attackers take way too long to get in position to attack
Starting Nexus/CC/Hatcheries are not in the optimal position for minerals and gas. They're all spaced 1-2 spaces too far.
Attackers and builders can move their units outside of their area and attack the opposing team; there are no boundaries.
The cliffs and rocks in the middle don't appear to serve any purpose; all battles take place near the CCs.
0
That doesn't sound right. That basically means that you can win or lose through nothing but pure blind luck, which defeats the entire purpose of the defense. I'm pretty sure the nuke only launches at 50, and it's supposed to hit the side that hit 50. It's not; it appears to always hit the east bottom no matter which side leaked to 50.
I played this map a few more times and I've come to the conclusion that there really really [b]really[/b] needs to be a high armor or high regeneration wave. People build these enormous mazes that take 3-5 minutes for the waves to walk through... and they don't kill anything. so they make their maze even longer. It makes the game move really slowly, and that makes people leave out of boredom. Mixing in high armor/regen waves and telling people about it discourages this kind of mazing and forces people to actually tech. It doesn't need to be super high armor, but even 5 armor or some amount of regen would completely kill these builds.
0
Just played on US battlenet, version 4.14
Played easy mode. When the west side leaked to 50 it launched a nuke... and it hit the east side (bottom player). I'm pretty sure the east side isn't supposed to be penalized for the west side leaking?
When the east side leaked to 50, another nuke launched and hit the east side once again (bottom player again).
Lost the game because of this.
0
Played on US battlenet, I assume it's your map.
Gas nodes are bugged; workers run in a big circle around them before mining meaning you need 8-10 workers per node instead of the standard 3.
Upgrades don't work past level 1
Mineral/gas pickups don't respawn. Not sure if they're supposed to or not but it doesn't seem to serve much purpose if they don't.
The map is really really big for no discernible reason. Builders have about 3x more space than they need, attackers take way too long to get in position to attack
Starting Nexus/CC/Hatcheries are not in the optimal position for minerals and gas. They're all spaced 1-2 spaces too far.
Attackers and builders can move their units outside of their area and attack the opposing team; there are no boundaries.
The cliffs and rocks in the middle don't appear to serve any purpose; all battles take place near the CCs.
Zerg hatcheries start with 0 larva.