
Quote from
payne

3v3.
Me and RedFox, all others were CPUs.
First of all, let me report a bug: CPU ignores walls (SCV's or Event's).
Me and RedFox, all others were CPUs.
First of all, let me report a bug: CPU ignores walls (SCV's or Event's).
Yes, this is a deficiency in the AI and will be fixed. I was kind of hoping to avoid making the AI's do a lot of calculations (like determining which spot on the goal is pathable), but since kicking in the goal is a rare event it probably won't cause a lot of lag. There's also the problem that I don't want AI's to be too good at avoiding path blockers that they make SCV players useless.
Quote from
payne

Secondly, I thought about an alternative for the Probe:
Replace the first spell (Steal) by an AoE that creates a medium Push at the target point. It pushes all units (except probe?) away from that point, and the ball holder loses control of the ball.
Modify second spell so it allows all allies within the range of the Pylon to Push without any cooldown.
Replace the first spell (Steal) by an AoE that creates a medium Push at the target point. It pushes all units (except probe?) away from that point, and the ball holder loses control of the ball.
Modify second spell so it allows all allies within the range of the Pylon to Push without any cooldown.
I've thought about many different alternate probe abilities and I actually considered implementing the first change you described already. The problem is that it would serve too similar a function to what the Zealot has now, and would be even better than the Zealot's ability.
That second idea is pretty interesting, but I feel the effects may not be very apparent to the non-probe players. If I did implement it, I would want to change the Probe's first skill to something that isn't as useful as his steal, instead of my current gameplan of trying to implement something as useful as the skill but less annoying and more balanced for newbie players.
I'm considering adding alternate modes that would be available as options in the beginning of the game, including a no-attacking/simplified mode, but I don't want to have to balance and update two different games at this point if I can help it. I would probably take the SCV, Drone, and Probe (as UU mentioned) and give them 3 of the most "fun" skills in the game right now. I'd also prefer making push use energy instead of making it do damage to enemies, since any bonuses/buffs to Push that I've implemented or tested just encourage clustering (which is something I'm trying to tone down). I'd also increase the radius that the SCV, Drone, and Probe pick up the ball to be more in line with medium sized units.
None.