Giants Gates Suggestions

They are accurate. You set the coordinates and it flies exactly there. No randomness.

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no like make them hone so they always hit there target not like where the enemy can move to avoid it

Fireballs don’t target units, you target them to a point, so they fly to the point (which is immobile you know :slight_smile: )

also fake losses are still a thing please fix that.

What is “fake losses”? If you want to report a bug then there is a neighbour topic fog bugs. Only please describe with details - I lost all my telepathic powers so sorry but need details

I posted on the bug one

Rather than only the max speed, can we have access to the unit’s current speed or better yet, its current velocity?

I think we do… just indirectly.

The unit speed is 0 or maxSpeed. Do you want to get access to an unit’ velocity as a vector?

Right now, for the initial part of the match, unless things get seriously unbalanced and someone manages to knock out one of the other side’s giants, among good players nothing really happens until sudden death when the giants get removed.

Since the giants all get removed at the same time no matter how much damage they took (as long as they are still alive), from that point on it’s kind of like a fresh game and how badly or well each side did before doesn’t matter super much. That makes the first part of the match kind of irrelevant (and boring) as long as you’re not terrible.

Someone suggested to me that this might be possibly improved by having the giants lose health at a constant rate such that they run out of health at the time when sudden death hits right now. So if one side manages to hit their enemy’s giant, the giant will go down earlier.

2 Likes

Makes sense, let’s try. Will add it today.

can you make a burning effect that deals 20dps for 2 secs when hit by fireball?

For what the reason? How should it affect the balance you think? Fireball is powerful enough to make it equal to the lightning spell power.

IMPORTANT
The Giants Gates arena is using x and y instead of usual pos for the reason – we mirror coordinates when you play as a blue team, so you DON’T NEED TO WRITE TEAM SPECIFIC CODE.
When you summon a unit at (10, 40) as a red one, it will be translated to (90, 40) when you are in blue team. The same for unit.x coordinates – it’s mirrored when you get it from an unit as a blue player.

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It would be nice if some clouds were floating by.

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I would love the decoy unit. cost 5: same stats as ingame decoy

Need to think as we are trying to save performance on arenas as we are doing a lot of simulations. Maybe if we add a feature to exclude “decorations” from headless simulation :thinking:

Why? How should it affect on balance or does it solve some GD problem there. Brainstorm like ideas are ok for non published arenas, however we are trying to avoid changing seriously acting arenas without reasons.

please add hero.action

This level seems to be unbeatable, I won, but it didn’t let me pass