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#Post#: 268--------------------------------------------------
Teamkilled as Zerg
By: totyen Date: November 12, 2020, 7:07 pm
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Just got teamkilled as zerg on US server by Richy
(battlenet:://starcraft/profile/1/14422723930584252416). He
broke my both our hives.
Not sure why it is even possible. ???
#Post#: 272--------------------------------------------------
Re: Teamkilled as Zerg
By: Oayoo Date: November 13, 2020, 1:50 am
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That is another thing to rework.
#Post#: 282--------------------------------------------------
Re: Teamkilled as Zerg
By: Speed Date: November 13, 2020, 3:56 am
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No it isn't. A zerg that wants to throw will throw. Let them
target hives so at least the games will be over fast.
#Post#: 291--------------------------------------------------
Re: Teamkilled as Zerg
By: Oayoo Date: November 13, 2020, 4:28 am
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you are kinda right sadly x)
#Post#: 443--------------------------------------------------
Re: Teamkilled as Zerg
By: WMaster Date: November 18, 2020, 6:01 am
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I also kinda agree with Speed.
You could disable any form of team damage, but because Zerg have
a combined base it is harder to resolve problems with that too.
One who tries to kill your Hive would then be able to body block
with units to prevent your units from attacking.
You could make it so only structures can't be killed, but then
they could block with structures and kill any units with mass
hydra.
You could make it just not the Hive, but then all your spawners
are gone.
I would say not being able to kill structures is the best
option, combine this with unbuildable paths so blocking is not
that much possible, but it goes to the expense of easy to
placement for those many games when it is a good game. So
therefor I'd rather not make unbuildable paths. We could give
just not killing structures a shot.
However I do have to find a work-around for this. As you can
simply prevent attack to any allied unit and also simply to all
structures, but not easy a combination like allied-structures.
#Post#: 445--------------------------------------------------
Re: Teamkilled as Zerg
By: RickSanchez Date: November 18, 2020, 7:35 am
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What about a hidden behaviour that reduces allied incoming
damage to 0?
[code] <CBehaviorBuff id="Allycannotkill">
<InfoFlags index="Hidden" value="1"/>
<EditorCategories value="AbilityorEffectType:Units"/>
<BuffFlags index="Extend" value="1"/>
<BuffFlags index="DisableWhileUnderConstruction"
value="1"/>
<Period value="0.1"/>
<DisableValidatorArray
value="TargetLastDamagedByEnemy"/>
<DamageResponse Evade="1"/>
</CBehaviorBuff>[/code]
That should do the trick but i'd prefer to have possibility to
kill ally for multiple reasons. one of them is lobbytimes. but
there are strong arguments for both points of view.
If you want to protect hives with that you maybe consider adding
upgrade to threat your ally as enemy now. make it 2k or 5k idk
so i have time to rethink my plan if terrans just mess up and i
maybe get an opportunity beside have a not so good ally.
*e* doublecheck plz i didnt test it
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