Actually, if its to do with the scarab footprint, that gives me an idea. What if you made the scarab footprint very small, so that it wasn't hindered by large buildings and units. Make a custom footprint for the scarab which is much smaller than the current footprint, this should fix the scarab's pathing, its very simple and worth a shot.
Alternatively, you could do something a little more interesting. Let's say we keep the scarab damage and pathing as is, however, the scarab is now "tossed" from the Reaver, at an arc, and when it hits the ground, it then search for units. So it would look something like this.
Launch missile(make the arc very wide.) -> Search Area -> Set ->Apply force + Damage(the strength of the scarab should knock people back as it hits the ground in a small radius, dealing damage at the same time). I think this might be a little complex however, but its just an idea.
Also there's some wierd bug on mapster, can you send me starbow by email?
During yesterday's games, I was like "Wtf? No splash on the ultras? Aren't they useless then...? Oh, what the hell? 13 Armor?! Guess they're not useless after all!"
On August 01 2012 21:36 O.Golden_ne wrote: edit: nvm
Don´t be shy
I have now fixed the issues caused by the new patch.. Hopefully things will work now.. The only thing left that I did not fix was the Stalker + Void Ray texture.. they now use the old grey ones.. not a big deal for the gameplay, but a big deal for the eye
Join us now on EU to play or observe! Starbow chat channel is the place
the patch crashed my sc2... have to reinstall now maybe i have time to play later
Warcraft 2.5 "http://www.moddb.com/mods/warcraft-25" a fast paced Broodwar/Warcraft2 style mod for Warcraft 3 TFT (without heroes) http://www.teamliquid.net/forum/viewmessage.php?topic_id=264386
Right now, if you have a detector over the spider mines your units will auto attack them. If other units are attacking your units, they will ignore attacking the spider mines and instead focus on shooting back. (This can make your units move into the mine field when they chase the enemy) If a spider mine is unburrowed and moves towards you, you can target fire it if you are quick, but your units will not auto attack them.
And this causes much frustration.
If I make unburrowed spider mines moving towards you attackable, that makes a group of stalkers or hydras don´t even need detection. You can A move into a mine field. When the spider mines pop up they get auto shot down by the ranged units. You don´t have to fear spider mines any more..
Suggestions:
- Make unburrowed spider mines invisible and attackable. This means that the spider mine is always invisible, from that it burrows until it explodes.. So you must have detection all the time. And if you have, you can A move into a minefield with ease. But you can no longer tempt the mines to pop up and then you snipe them. (A good old classic trick the pro-gamers used in BW)
- Make spider mines unburrow much slower, which gives players more time to target fire them or move away. But they will not be auto-attacked. They can only be auto-attacked while burrowed.
- Make spider mines explode as soon as you walk on them. But if so, you can´t drag them into the opponent.