![]() ![]() How long to wait until the synchronizer is ready. Max number of impressions bulks to queue.īundle host's ip address when sending data to split. SPLIT_PROXY_IMPRESSION_LISTENER_QUEUE_SIZE HTTP basic auth password for admin endpoints. HTTP basic auth username for admin endpoints. Max file size to keep before rotating log files.Īdmin port where incoming connections will be accepted. Max number of files to keep when rotating logs. Where to output logs (defaults to stdout). Log level (error|warning|info|debug|verbose). This applies to JSON, CLI arguments, and environment variables. Values such as "enabled", "on", "yes", or "True" result in an error when you start up. With the Split synchronizer v5.0.0, the only accepted values for boolean flags are "true" and "false" in lowercase. The one thing it could do is make archons too easy to pop (they are all shields but again I think it’d be a juggling /micro situation in battle. No one builds a lot of sentries in PVP (usually one in the whole game) and they have very low range at 5 range so at best it could affect 1-3 units at a time. Finally, I think it’d make PVP a little more dynamic too as right now 2 regular batteries can just shut down any attacks and this sentry ability would be a nice natural counter to opponents that turtle behind a ton of batteries. In addition, it would give sentries viability in PVP (right now they only are really useful for hallucinations and some rare cheese builds where you block the natural ramp) and would specifically counter proxy immortal builds by giving the immortal an early natural enemy in the Protoss army to think about. This would have zero effect on PVT and PVZ. In addition, for 5 seconds all damage that immortal receives goes directly to the hull, bypassing the 100 shields the immortal has (the immortal shields would stay at 100, but the 200 starting hull damage would decrease as it takes damage). If a sentry hits an immortal, the hardened shield ability gets nullified and putīack on cool-down. For example, if the stalker get hit by a sentry and receives 65 damage from all the nearby enemy units in a volley and then runs away for 5 seconds, it’s shields would still be 100% full at 80 shield but its hull would be in the red at 15. The stalker would lose zero shield energy during this and if it survived the 5 seconds (say you micro it back or something) it would still have the shields it had at the time it first was hit by the sentry. After being hit, that stalker would take all incoming damage directly to the hull for 5 seconds and if the hull reaches zero, the stalker dies. ![]() In essence, a sentry would hit a unit (lets say a stalker). If a protoss unit loses all its hull/armor it dies regardless of the remaining shield on the unit (in normal play this never happens because currently all damage to protoss units first go to the shields and then to the hull there is no current ability to bypass the shield damage).In addition, sentry attack beams short-circuit/nullifies immortal hardened shields ability and puts it back on cool-down.Shields don’t decrease at all and are bypassed completely. By default, all protoss units that are hit with a sentry attack beam will receive damage directly to the hull/armor of that unit for 5 seconds by all incoming damage.I would have offered an ability more specific such as the following They should have really come up with something much more targeted for that. The whole point of the ability was to shut down proxy immortal builds or make them less viable. My sense is that it’ll have serious repercussions in PVT (again doom drops can be completely nullified with well placed batteries) and PVZ (already protoss down 40 supply can hold zerg pushes with batteries and it’ll only get worse). I really think its a bad idea and I only play protoss BTW and love the race (and this game) passionately. I also have major concerns that it’ll ruin PVP to where all one base and two base timing attacks will be all but eliminated and PVP will simply be a question of who can max out first, or who can get the most archons or carriers first. Whilst I look forward to the battery overcharge ability to get good wins on the ladder (no more terran drops or banshees wiping out a whole mineral line or zerg early game all ins doing insane damage to protoss early walls), I do think it’ll end up being too strong and eventually nerfed. ![]()
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