On January 27 2012 23:54 Shackadeemus wrote: FYI it keeps dropping people, it used to be really popular, now you have to wait 5 minutes at least to get 8 people. At the start of the game 5 or 6 people get instantly dropped so the game is pointless. It's happened 5 times in a row now, each time I had to wait 5 minutes for the players to come. I think this is why it dropped in popularity. Can you please fix this, if possible?
I tried everything I know to try and fix this problem, including some very clever loading procedures. Sorry, but I've given up: I've reviewed the code and I can't find anything else to improve; it's probably Battle.net: it cannot synch players during the start or something.
Taken from the newest patch: "Fixed an issue that could cause some players to be dropped from custom games after spending an extended time in the lobby."
I like forced Random most of the time and I like the wackiness... but I wish really one sided matchups were a bit less common. People often debate restarting when one team doesn't have a chance.
How about giving every player a single 'reroll' after they get their first unit, and after they can see what the the opponent's setup is. Alternatively give the whole team a chance to reroll all at once with a vote.
It's essentially like debating over a restart but with the risk mechanics incorporated into a strategic game decision instead. The amount of wacky matchups will be about the same, but truly one sides ones will be less common.
Fun map setup, way better than the more popular monobattles mod, tho hearing the trumpets at start made me think i left stream up.
The "more popular" Monobattle mod is the same one, it's Klishu's. I think he's actually uploaded the new versions with his own new US SC2 account but it can't compete with the popularity system and his outdated version uploaded for him by arkeia long ago.
Hey all! TotalBiscuit is organising a Monobattle's tournament for Pro players. Albeit not using this mod, you should still check it out and spread the awesomeness that is Team Monobattles!
He said he's going try out the single 'reroll' feature -- interested to see how it plays if they try that in the tournament.
In my mind it should smooth out the distribution nicely, and even allow him to use the units like Corruptors and Motherships that he's currently banning.
I've only tried the monobattles mod for the first time yesterday, and I love it! Today I have been playing it nonstop, and am enjoying every minute of it. One has to choose random for it to be fun though :D
this is so much fun. i always go random and it's really interesting to get terrible units and see what you can do. yesterday i won a game with warpprism while my allies had muta, dt and hellion while our opponents had real units (including roaches and carriers). i also had a like 3 hour game with me and an ally having hellions and the other two both had queens, while the other team's composition included archons and stalkers, and they made over 9000 cannons and PFs fucking everywhere. we somehow won.
This is a good time to say that the next, completely new (as in, non-Monobattles related) mod which I'm working on is related (and named after) PsyStarcraft and his brother ZaiStarcraft, so watch out for that soon!
How about some kind of captains mode like in Dota. Before tha match starts each team can alternately ban some units and select some until every player has a unit. Would bring in some fun strategie aside from just random mode (which is totally awesome, don't get me wrong).
Custom games just had their popularity reset and the outdated mod uploaded by Arkeia has like 600 hours and Klishu's updated mod with all the features only has 1 (on US). Drives me crazy.
Gotta stop being satisfied with the status quo and bump the current version. You never should've trusted Arkeia, Klishu. DAMN YOU!
I haven't been playing Starcraft II all that much recently due to "academic" commitments. That being said, sometime after the new patch releases (Starcraft II Arcade), I'll be updating the mod with some pretty cool, new features.
If you have suggestions for what should go in, go ahead and post them here.
Also I'd like to see easier ways to hold off rushes. Because its not even viable going anything other than marines if your opponent bum-rushes you with anything as terran. However this is probably based on player attitudes rather than much else, and I'm not sure how you can enforce a no attack before 10 mins rule or anything like that.
On May 28 2012 00:48 TSBspartacus wrote: captain mode sounds cool if possible.
Also I'd like to see easier ways to hold off rushes. Because its not even viable going anything other than marines if your opponent bum-rushes you with anything as terran. However this is probably based on player attitudes rather than much else, and I'm not sure how you can enforce a no attack before 10 mins rule or anything like that.
If you believe your opponent is about to rush you while you can only build high-tech units, the general trick to use is to overbuild on static defenses. If you're terran, for example, go overboard with Planetary Fortresses around your base until you can get your tech units out and smash their faces.
On May 27 2012 20:14 Klishu wrote: If you have suggestions for what should go in, go ahead and post them here.
Stuff like this has been suggested before, but I propose:
If a team has no air-to-air unit, their opponent's flying buildings take 1 damage/second if that opponent is not mining.
or alternatively:
If a team has no air-to-air unit, their opponent's flying buildings take 1 damage/second in unreachable corners of the map if their opponents are not mining.
or some other trigger-able fix to the Terran-flying-buildings-in-monobattles problem.
On May 27 2012 20:14 Klishu wrote: If you have suggestions for what should go in, go ahead and post them here.
Stuff like this has been suggested before, but I propose:
If a team has no air-to-air unit, their opponent's flying buildings take 1 damage/second if that opponent is not mining.
or alternatively:
If a team has no air-to-air unit, their opponent's flying buildings take 1 damage/second in unreachable corners of the map if their opponents are not mining.
or some other trigger-able fix to the Terran-flying-buildings-in-monobattles problem.
The current version makes Terran buildings take damage if they float over the void (unreachable areas of the map).
The current version makes Terran buildings take damage if they float over the void (unreachable areas of the map).
Sorry but on the EU version (Extinction i think - the one on page one) This doesnt work effectively:
Had a game where a guy floated his Last OC into the corner and he didnt take damage unless he went to the sides of the corner. He just patrolled in the middle of the top right side and we couldn't do anything. I would reccomend a simple approach such as "Lifted Buildings are no longer counted as buildings until they land" This wouldnt affect any nutters lifting their starting CC because their team would keep them alive (you cant get knocked out individually in team games).
I did find that when we floated about 380 barracks next to his CC he had some problems with his computer though ^^ he crashed after we started patrolling them