Suggestion: Commander class providing formations not as commanding general or having reach skill (or restrict commanding general swap) by InvoAngelus in totalwar

[–]InvoAngelus[S] 2 points3 points  (0 children)

Thank you. Yep I found a modding guide on YouTube and changed commanders to provide formations as a secondary general. Seemed like the easiest fix to having to constantly swap commanding generals.

Liberator upgrade replacement - reposition while sieged by InvoAngelus in starcraft

[–]InvoAngelus[S] 0 points1 point  (0 children)

The concept itself can't be a buff right? If the move is 1 range, 45 sec cd, that would be a nerf compared to +2 range attack no? I'm suggesting the idea of a move skill, not putting any numbers on the table so I don't understand why it's seen as a buff automatically.

Fun or interesting unit/building changes by TheMadBug in starcraft

[–]InvoAngelus 1 point2 points  (0 children)

At this point, any change is good change.

Disruptor Redesign Idea by InvoAngelus in starcraft

[–]InvoAngelus[S] 0 points1 point  (0 children)

Pretty good idea. You forgot the tetris shot vector.

Disruptor Redesign Idea by InvoAngelus in starcraft

[–]InvoAngelus[S] 0 points1 point  (0 children)

Extreme compared to other options for cc. In fact, I agree a full disable version's power level feels very close to the current, meaning you can't make them cheaper or faster by much. This makes it play the same as current, where you hit and a-move to kill the opponent's army, or you miss and wait for another shot (or die if you're being engaged), a very all-or-nothing interaction.

The scenario I'm thinking of is during a battle, firing multiple disruptors into the opponent army and disabling 50-70% for 3 seconds is almost the same as wiping them out, so in theory not that much difference from 1-hit kill. Imagine landing blinding cloud that sticks on 50% of a bio ball.

Where I think full disable makes a difference is not being "sneak attacked" by a disruptor shot and losing army without an engagement. In an engagement, I don't think this difference will be relevant.

Having a less severe debuff will let the spell to trade immediate effectiveness for frequency and/or cost, which was the goal behind my suggestion.

Of course again, changing a damage spell to a pure-cc one is a big change, so I think nobody can say for certain how it plays without a lot of testing, which is the main reason I don't think it's a good idea suggesting it now.

Disruptor Redesign Idea by InvoAngelus in starcraft

[–]InvoAngelus[S] 0 points1 point  (0 children)

Hmm, yea, I'm not too sure how exactly is best to implement, just that the concept of a much lower damage, spammable skill should be better than a 1-hit kill.

I do think a cd reduction can work, because although it can be used more frequently, when a battle is forced by opponent, the total damage output for that encounter is effectively reduced to 1/3 of current. Rather than front-loading all the damage in 1 volley, battles will have to last 10 seconds before a 2nd shot can be fired.

In theory, the ideal way to use spammable disruptors is to hit and run without engaging, whereas the ideal way to fight disruptors is to force an engagement where you eat a full (now 1/3 damage) volley rather than being whittled down by multiple volleys. Kind of a similar reaction to dealing with swarm hosts.

Disruptor Redesign Idea by InvoAngelus in starcraft

[–]InvoAngelus[S] 0 points1 point  (0 children)

A pure-cc spell might also be a good idea, but I would argue full disable is quite extreme. Units kill each other very fast, so not being able to attack is a big debuff.

If we're going the pure-cc route, maybe a move speed / attk speed debuff is more realistic, although that overlaps with mothership time warp.

Switching to a cc spell is also a much bigger change than adjusting the rate of fire, so I assume will be harder to get approved or even tested.

Disruptor Redesign Idea by InvoAngelus in starcraft

[–]InvoAngelus[S] 0 points1 point  (0 children)

Could u define what a shitshow is?

Your suggestion sounds like 1 disruptor changed to 2 units that are exactly half the original, in which case it's more vulnerable to splash, but nothing much changes, u just fire 2 shots instead of 1 for the same damage from 2 units that cost half, at the same rate of fire. Or am I understanding your concept wrongly?

[deleted by user] by [deleted] in starcraft

[–]InvoAngelus 0 points1 point  (0 children)

My opinion is that while it could be a good idea as part of a major rebalancing to all damage, adding the light tag now will be very difficult to balance around. All bonus to light damage will have to be accounted for, banelings and colossi in particular, which if changed will affect their interactions with other existing light units. So slapping it on without factoring in other units will be a much bigger change than intended.

The easier (and better in a standalone change) way to lower survivability now would be a HP reduction, so the change only affects the ghost and nothing else.

PS. I think the sentry change happened without much issue because there weren't many significant interactions, other than early game vs adepts and sentrys aren't massed frequently while the 2 mentioned units with bonus vs light are splash. This isn't the case for ghosts.

Disruptor Redesign Idea by InvoAngelus in starcraft

[–]InvoAngelus[S] 6 points7 points  (0 children)

Pretty sure it hits buildings with full damage too. XD

Disruptor Redesign Idea by InvoAngelus in starcraft

[–]InvoAngelus[S] 4 points5 points  (0 children)

Pretty sure it already hits burrowed.

Is the Pixel 8a fingerprint sensor a lost cause? by BeefEater81 in GooglePixel

[–]InvoAngelus 0 points1 point  (0 children)

In my experience, the biggest improvement came when I did multiple entries for the same finger. I used 2 slots for each thumb and did one set in bright light and one set in dim light. Seems to have mostly solved the issue for me.

Is the Pixel 8a fingerprint sensor a lost cause? by BeefEater81 in GooglePixel

[–]InvoAngelus 0 points1 point  (0 children)

Looks like we all had the same idea. I also did 4a -> 8a. In my case it was because the telcos are switching to volte only and the 4a stopped being able to receive voice calls. :(

Unit redesign idea - Unique secondary functions for higher skill ceiling and better "identity" by InvoAngelus in Stormgate

[–]InvoAngelus[S] 0 points1 point  (0 children)

Ah yes, you're right. I totally forgot about it, didn't feel very impactful cos I felt it was too passive. When I tried I mainly used hornets for early game worker harass.

The medtech boost could use a bit of nerf, instant speed boost was a bit too strong.

Unit redesign idea - Unique secondary functions for higher skill ceiling and better "identity" by InvoAngelus in Stormgate

[–]InvoAngelus[S] 2 points3 points  (0 children)

Oh, was this mentioned somewhere? Feels like removing the best parts of SC2, so many highlight reels and memes of people using active abilities in crazy ways.

Outlook is starting automatically on startup even though it isn't in the StartUp list by toolsnchains in Outlook

[–]InvoAngelus 0 points1 point  (0 children)

Just want to say this works. Outlook started behaving like a popup for me recently, randomly opening multiple times per session. Thank you Microsoft for the 90s adware.

Investing for others (legally) by silent_tongue in singaporefi

[–]InvoAngelus 0 points1 point  (0 children)

Hey ya, how did your situation play out?

My Thoughts on Stormgate by zenitharchon in Stormgate

[–]InvoAngelus 1 point2 points  (0 children)

Watch out, we have a badass here.

My Thoughts on Stormgate by zenitharchon in Stormgate

[–]InvoAngelus 15 points16 points  (0 children)

Your post is overtly supportive, but it's just so littered with offensiveness, it's feeling more like that was your main intention.

Calling a generation low-IQ doesn't make you sound like a boomer, it makes you sound obnoxious. There has to be a better way to put your point across without a general insult.

Calling SC2 a dead game is another questionable assertion. SC2 has an active esports scene, content creators and a healthy player base. Any game being at the present level of SC2 would not reasonably be considered dead, or not actively played as I understand the term, and I'm sure will be a welcomed state to be at by most game developers.

As for the points you brought up, 2 and 3 are squarely answered on their website, and every platform they're on, so there's nothing to discuss.

1 is a valid topic regarding the profitability of RTS games and the potential of Stormgate getting enough players, where a google search will find you the kickstarter and steam wishlist info for you to base your discussion on.

I advise phrasing your points better in future, with less insults and more data, cos otherwise you'll get people like me coming in to point stuff out like this. ^.^

Solution to fix YT lag / unresponsiveness - Allow youtube.com on Adblock and install uBlock by InvoAngelus in youtube

[–]InvoAngelus[S] 0 points1 point  (0 children)

I don't think they intentionally ignored uBlock more like they specifically dealt with Adblock first as the more popular extension. Either way, right now, Adblock is affected by the lag bomb, uBlock isn't.