qol improvement

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Lynx
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qol improvement

Postby Lynx » Thu Sep 21, 2017 11:45 am

give the main titan an additional 300 flying vision as a passive.

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Re: qol improvement

Postby Remixer » Thu Sep 21, 2017 1:24 pm

Interesting idea... I actually have to try this out how it would affect the gameplay in ramps (which is the life quality improvement I assume you are referring to).

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Re: qol improvement

Postby Lynx » Thu Sep 21, 2017 2:24 pm

yeah with ramps.

I see two possible negatives with this change, both of which are meh

1. you can no longer block titans vision with a RC on a ramp (this is kind of a bullshit feature in the first place tbh)
2. titan can nuke seeds without using mana for vision (good change tbh, using like 450 mana for 2-3 workers isnt really too efficient in the early game)

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Re: qol improvement

Postby Remixer » Thu Sep 21, 2017 3:12 pm

Another problem I see is being able to nuke workers that are on a cliff, but that can be solved by slightly reducing the vision range. I'll do some experimenting with this.
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Burn
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Re: qol improvement

Postby Burn » Sun Mar 04, 2018 1:46 pm

Bump, I really like this change, even though it nerfs builders juking into fog, it makes playing titan much more enjoyable.

-Burn

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Re: qol improvement

Postby Haunt » Wed Mar 07, 2018 12:25 pm

Getting eye for sieging would be pointless with this, just saying.

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Re: qol improvement

Postby Remixer » Wed Mar 07, 2018 12:32 pm

Haunt wrote:Getting eye for sieging would be pointless with this, just saying.

I checked the mechanic on this one. We're able to make it so that buildings are revealed (ghosted) but cannot be for example selected, so the player movement "knows" they're there, just like now, but is able to see the cause of the block.

We can leave units out of this quite easily. However there are some flaws in this.

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Re: qol improvement

Postby Burn » Mon Mar 12, 2018 12:51 am

Like how Chimera scout used to have like less than 200 flying vision, but "explored" buildings? That'd be cool, especially for RC fog glitching.

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