qol improvement
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Re: qol improvement
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)
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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- Forest Walker
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Re: qol improvement
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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- Protector of Nature
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Re: qol improvement
Bump, I really like this change, even though it nerfs builders juking into fog, it makes playing titan much more enjoyable.
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- Forest Walker
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Re: qol improvement
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
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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