Would be fun to have another active module that can generate white hole instead of black hole, and ppl who got sucked in the center of black hole will instantly warp to the white hole location
Would be fun to have another active module that can generate white hole instead of black hole, and ppl who got sucked in the center of black hole will instantly warp to the white hole location
Like a engineer’s warpgate that your teammates won’t ignore for once…
This OP weapon was a stupid idea, it is time you fire the people responsible. Also fire you testers if you have any, they are clearly not doing anything usefull.
My biggest issue with this ability is the fact that I keep ending up with teammates who don’t know how to use this ability properly, and end up killing off their own teammates.
It drags teammates into its center and traps them, so if your a frigate and your teammate destroyer fires this next to you, your sucked in and trapped; a sitting duck for all enemies who wish to bombard you to death, and you can’t even take cover.
Have I talked anywhere about taking r8 or have I talked about r9? You can still face r11 destroyer with your r8 destroyer when you have also r9 ships in your lineup
moot argument. If you are facing gravi lens in T3, it means you have T4 in your slot.
There are r8 destroyers even in t5 (for the record: I just did it). Ffs I just had in my team in capture the beacon a fox rank 4… and I have r15 ships equipped.
Edit: seems this thing works only on capture the beacon.
in the StarCraft 2 mod “warships” protoss ships can spawn two “holes”, redirecting impacting projectiles. it does however not redirect ships. so a white hole / black hole system could be limited to that, and become an interesting concept. Albeit even after few matches or so, almost nobody uses that spell, as the rest of the arcade map is quite bolders, and almost nobody plays it to a competitive level, so spells like this which are obviously team play dependant, stay rather vague.
in SC1 Brood War itself, blood bath is a spell damaging aoe units on hull making it zergs most ultimate cluster spell, decloaking ships, and together with slowing field, create their crowd control. it does however not kill you, as the spell effect stops at 1hp, leaving you unregenerating protoss units with full shields who die in the next swarm attack after losing those shields, or force you to heal (terran) or burrow (zerg) to regain the armies’ full strength.
To continue the analogy, SC1 terran has emp blast on their caster, aswell as irradiate, complementing the two zerg spells (albeit the zerg have to use two different casters) to hit shield and energy, or affect nearby units of the irradiated unit to lose hitpoints. a combined and well timed attack of both can instakill a whole army, therefore generating a complete different “meta” in 2v2 and above for those two factions. Similar to this, like the command havoc aura, etc. we have quite nice mechanics here, that only show one thing:
whether it does damage, or just gravity, or makes black and white holes, this weapon should not supposed to do a kill shot. you have guard pulsar, havoc, torps of all sort, nukes, collisions, etc. to finish that job.