K.. no more of the beacon exploit.. The "Glitch" is that the spell units will be moved on the teleporter. The exploit is the teleporter tele'ing heroes while enemy can use that to avoid Melee'ing units. I will probably make it so that you can't tele out if an enemy is very close to the teleporters. This to me is a exploit too... It will be fixed.. But, as CAFG said, it is an emergence gameplay.. and the tourny should not be stopped by it.
However, for future versions, it will be fixed..
Another issue is the spawn... I seem to have screwed up there. At first, i made it so that each spawn upgr will gve stronger units, but also units that give more exp. That can't be changed now... and It works perfectly with the auto-evolving spawns... Spawns however don't work good against heroes, because the heroes are very good at killing them and controlling the lane... This would simply feed the other team and lead to their win. This problem was unforseen until after i made all those spawns with the Temple Builder too X.X.. BUT. this doesn't need to be completely corrected. It is a GOOD strategy to make better spawns AT TIMES, NOT ALWAYS!.. I will of course make the spawns better, but it is definately a STRATEGY, but NOT a one way ticket to win
. Especially now that it costs only 3 civs to upgr, it is viable as a strategy... So all I will do is buff up the spawns a bit, and buff up the temple spawns, n lower the amount of spawns from the temples... Again, think before upgrd'ing them... THey're still great at finishing the game when you're sure you can handle the opponent's heroes and trap them with your overflowing spawns. It should be a team decision, cause it will affect ur exp. I COULD add a exp counter for ur team's spawn kills, but nah.. too messy.
Lastly, if Moose is gonna do more change to the map.. please tell me the specifically necessary changes so i can change it too, cause I've actually started making the new ver =O..
AND as a btw to what i have changed, to arouse some discussion..
I have switched Spec Op's L2 and L3.. made it so that Sci-ves is max 3, spell srequire more E.. also up to 3 scv's, with stronger buildings, and Supply depot as a Barricade... Academy will be used as a defense turret, but I need to somehow make the ghosts unable to exit the bunkers for the hero, or else marine wouldn't get a awesome L3... Of course, to balanced, Marine gets 15+2 dmg.. :C
Volt's L1 has a spell delay now, so it is possible to run away from volt before you get stunned.
Volt's L2 has been made so that HEROES ONLY can move out of it with lots of cliking.. BUT NOT SPELLS OR SUMMONED UNITS. I think it's actually quite good, cause if you have sm other units, or if you keep moving Volt to the enemy, the enemy is still helpless.. But it gives the opponent enough of a chance to escape if they were far enough away.
Archer's L2 spawns 2 drones.. sunkens n spore's hp is now 350, 40 dmg... cost is 15-20 gas.. Archer may get a higher base attack (27 + 4?)
Medic shall suffer a L2 L3 switch too
Yea.. Fun stuff.. it's great playing with the new mechanics
.. I am planning to change Warrior too.. it's L2 is too strong for its niche, I will make its L3 stronger, and make L2 12+2 dmg, like it was before. If u really awfully disagree with any of these changes, feel free to tell me, but explain PLEASE. No saying "B-but.. I like my warrior's L2 like that :C" ... NO!! too bad >:C
None.