This is in the Illuminate tech tree, probably got there with DLC, but I never played Illuminate much so it's remotely possible it's been there.
It allows a structure to be destroyed and heal nearby units. But I couldn't find anything on how much it would heal, or what range it had, or if it varied based on what was sacrificed. Anybody know anything?
I did a test, and for sure it was able to rush an experimental gantry, and it also was able to rush the construction of the experimental unit, a lot (5 pgens were sacrificed).
But the structures do cost mass and energy and you only get the same experimental, just faster, so it's probably not worth it.|||http://supcomdb.com/sc2/unitlist:20100901dlc1|||Actually, thats a very interesting strategy. One I never thought of!|||It's not exactly an easy tech to get unless you are planning to use TML.
9RP to speed up the production of anything that isn't exactly good math.
Might fit in the healing/shielding tech tree after nano-cloud. It would spice up a boring branch on the tree.
But yeah, a few of us are wondering if it's an exploit or a feature. Querried Eric. Hopefully he will get back to us.
Anyone remember when Headless asked if he could sacrifice engineers to speed up production. Wonder if he knows something like that is in the game.|||Bastilean|||Bastilean|||I can't find any specifics about the ability in the game files either. Calls a bunch of functions that makes sense such as: getUnits(range). But then just says run script and I have no clue where that is.|||Sounds pretty useful if you really, REALLY want that nuke now.|||wneubert|||I tried looking at the game files too.
I think it would have been better if they released a bit more info on the DLC units when they released them. I was watching a video about Buhbledow and it said the shields would not come back for 30 sec. I have no idea if that's true, but I would have assumed the shields would return in their default time.|||Not only did I look, before I asked, I looked again after he said it was there. I didn't see it. You got a problem with that, you got a problem.
There is a line in the middle saying "Sacrifice heal" but it has no info after it. Then at the end there is a line that says "Sacrifice (death): damage 1000, friendly damage: no".
Since it said damage, not heal, and it did not affect friendly either, I mistakenly assumed it was a destructive sacrifice like the Cybran have. I never play illuminate so I wasn't sure they had that or not.|||Nephylim|||I did some testing. Structures heal for the amount of damage listed in the DB (1k for pgens).
You can't "heal" a nuke missile being built (presumably because it's not a unit).
The healing directly feeds into the HP of the unit, so the 8000hp Wilfindja can be pumped out at ridiculous speeds if cost is no object.
The sac range is about two pgens wide. For example, a Loyalty Gun (2x2-pgen square) can be surrounded by 20 pgens (4x4 ring+2 on each side) that would be in range.
Speaking of which, the Loyalty Gun (18k health) is the most useful thing to use this with. Simply build the 18 pgens to instantly complete it before you have it researched to finish it instantly. It costs slightly less than a second gun, but that's a fair tradeoff.
There is also a bug. If you finish a structure with sac heal while it is not being assisted by a engy, it will be permanently stuck in the point of the building animation it was. You can have some invisible pgens and such. These structures cannot be finished afterwards, but they can be selected and ctrl-k'd. They also cannot do anything. Units finished instantly just pop out as normal (presumably because they're being built with a factory). To prevent this, just don't stop building with your engy and all will be fine.
Still needs testing: does sac heal heal your ally's stuff? Can bugged buildings be destroyed as normal (presumably they would)?|||The real trick is, using the middle pgens in your loyalty gun example to heal the production of something else!|||This is probably more useful for healing than rushing production. Even so, it seems pretty limited.|||wneubert|||It said damage of a thousand that does not affect friendly units, what I wanted to know was how much it healed friendly units. Get it?|||Usually a building under construction is being built by an engineer so the "bug" should be very rare.
Thank god you can't help a nuke, cause then people could use this as an exploit. As it is, any use of it seems like a perfectly reasonable tactic, not an exploit. I like they way they have it now. It's not really worth doing it to rush production, but if you do a heal during a fight in your base, all your factories in range will get a production boost too. However, I personally do not perfer battles going on in my base. They are rare and usually indicate I already lost.|||wneubert|||Haha, you quoted all the words, DAMAGE to UNFRIENDLY, then claimed it was obvious that this was friendly healing. Look up obvious in the dictionary. Your greater lookep skills should aid you.
And you got angry! Over this. Really?|||wneubert|||I did figure it out, just took a while. It was a bit confusing, and I made a mistake. The thread gernerated a lot of interesting ideas too.
One thing I thought of was you can rush as many projects at the same time as are within 20 yards. That would make it more useful. Still, there are not a lot of times I would give up mass for rushing production, I always need mass. Probably a heal of a big army is the best use.|||Xagar
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