Staredit Network > Forums > SC1 Map Showcase > Topic: Temple Siege v1
Temple Siege v1
Jul 10 2008, 8:31 am
By: ClansAreForGays
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Nov 19 2008, 2:09 pm Decency Post #781



Quote from Mini Moose 2707
Quote from name:FaZ-
You don't play much real StarCraft, I take it? -.-
Was that necessary?
If I'm understanding the situation now, "outrun the Mutant's Lurkers" was poor phrasing.
Do you mean run away from the Ling before he uses them?
Do you mean dodge the Lurker's attacks?
Do you mean escape the area before the Lurkers make their second attack?

I meant not get hit by the Lurker attacks whenever a ling decides to use them. That's the only thing that matters to a player. No character can effectively dodge the attacks, except vulture Mech. Light Mage can dodge one of the hits with invulnerability, and most if not all classes can dodge the second spike by simply running.

Quote from Mini Moose 2707
Quote from UnholyUrine
Anyway, I like the 'you must heal zling to heal ultra' way of balancing mutant's L4. I think we should do that for Mutant.
I already put a cooldown in the version that I'm about to put out, lol.
Either way, fix the unit unplaceable error. That's severely annoying because instead of eliminating a player with my L4 I killed myself... The quick fix for unit unplaceable errors is to move unit, not create unit, so the Ultralisk healing is just a very easy way of balancing that spell as well as fixing the error, because the change has to be made either way. It's actually easier to do than healing the Ultra would be.

Quote
Having the Dark Archon spawn with 85 or 90 energy might be a good solution to that. To give something back to the DM player though, it should heal on recast.
No problems there, it's far far too powerful when you can spawn it and spam cast keeping someone stuck in one spot, especially when only two classes are unaffected by the spell.

Post has been edited 1 time(s), last time on Nov 19 2008, 9:35 pm by FaZ-.



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Nov 19 2008, 6:12 pm Lingie Post #782



Then funny thing about the Dark Archon spawning with about 10 less energy is that it wouldn't need any additional triggers. Sure, the DM could charge their DA at base for two hits, but that takes a while. Fair to me, if my opinion means anything.

And yeah, working anti hack would be a good thing. I know one that works.. Randomly.



Lingie#3148 on Discord. Lingie, the Fox-Tailed on Steam.

Nov 19 2008, 9:31 pm Decency Post #783



You're never going to get a working anti-hack for more than a week, especially with a map as popular as this one.

The only possible anti-hack that will ever work for a duration is Warden, and it will only work on public hacks. They've suspended thousands of SC accounts for a month, with a warning that a second violation will result in a CD-Key ban. Let's hope that they upgrade the detection to Oblivion and don't renege on their warning to players.

The problem for hackers is that as soon as a hack goes public, Warden knows what to look for and can ban for it. Hacks will thus have to be kept private and among trusted friends, or they will be caught and banned as well. If Warden is kept current...



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Nov 20 2008, 3:40 am LuBu- Post #784



Well I find I have been playing alot of people with map hack... Even tho they say do not use it . It is impossblie to kno where you wil be EVERy time with out night vision and kill every time 2 games in a row



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Nov 22 2008, 6:48 am GameLoader1337 Post #785



nice game, i wish my showcase was this popular O_O what am i missing >.>



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Nov 22 2008, 5:29 pm Moose Post #786

We live in a society.

I ran a damage test against a computer Warrior with full HP. Mech's L4 with 8 upgrades did 2700 dmg. Not quite sure how you got 4000 damage out of it.
I cast it again to finish him off and HE KILLED ME first.

Anyway, I updated the version in the DLDB:
- Removed Zealot Spawner (Ice Temple) to add War Factory, Cybernetics Core costing 200 minerals. It spawns 1 Reaver (BATTLE TANK) with 450 shields, 1000 hp, 20 armor, and 160 damage.
- Dark Archon now has 300 shields that regenerate on recast. It also starts and recharges to 80 energy. (Dark Mage)
- Maelstrom cost changed to 95 energy. (Dark Mage)
- Decreased HP of Bike Mode to 2800.
- Added 15 second cooldown for Chaos Mutation (L4). (Mutant)
- Fixed instant death when casting Chaos Mutation (L4) near doodads. (Mutant)
- Mana regeneration stops when in Chaos Mutation (L4). (Mutant)
- Gave speed upgrade to Abyssal Demon, who also had HP increased from 600 to 666. (Summoner)
- Mana regeneration stops when Supercharged (L4). (Volt)
- Decreased duration of Heroic Strike (L2) from 50 counts to 40. I also put the damage up a point from 9 to 10. (Warrior)

As always, the full change list (from 1.4 to 1.4M) can be found here.

Also, keep in mind we are using the "experimental" temple with 99999 hp and 25 armor.

Post has been edited 7 time(s), last time on Nov 22 2008, 6:39 pm by Mini Moose 2707.




Nov 22 2008, 6:06 pm Lingie Post #787



Will there be a cooldown in store for the Chaos Mutation?

Edit, sorry, didn't read the changelog good enough. You did.



Lingie#3148 on Discord. Lingie, the Fox-Tailed on Steam.

Nov 22 2008, 6:33 pm Moose Post #788

We live in a society.

LOL, I put the wrong Archon in the mana trigger and Volt doesn't gain mana. Hold on for a quick fix.

OK, done. :)

Post has been edited 1 time(s), last time on Nov 22 2008, 6:39 pm by Mini Moose 2707.




Nov 22 2008, 7:57 pm Alpr Post #789



A 15-energy charge to re-cast maelstrom is too much. They can run away easily after 1 cast, making maelstrom useless, even if it's full charges (still only 2 casts). The Dark Mage is supposed to be the top PKer in the game, but with a 15-energy window, maelstrom becomes useless. a 7-10 energy windows would be more efficient, where they can run away a bit before being maeled again, in which their teammates can help faster, and since they would be on the move, you can miss and they can get away entirely.

As for the rest of the changes, they are all pretty good. I completely agree that constant maelstrom was just stupid, but you took one extreme to the other by making a 15-energy window to get away.



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Nov 22 2008, 8:23 pm Lingie Post #790



Quote from Alpr
A 15-energy charge to re-cast maelstrom is too much. They can run away easily after 1 cast, making maelstrom useless, even if it's full charges (still only 2 casts). The Dark Mage is supposed to be the top PKer in the game, but with a 15-energy window, maelstrom becomes useless. a 7-10 energy windows would be more efficient, where they can run away a bit before being maeled again, in which their teammates can help faster, and since they would be on the move, you can miss and they can get away entirely.

As for the rest of the changes, they are all pretty good. I completely agree that constant maelstrom was just stupid, but you took one extreme to the other by making a 15-energy window to get away.

15 energy is only fair. Its your L1 skill, meaning it shouldn't be a instant deathblow. Use your other slow skills as the DM, they ARE still there you know. Ensnare, L3, L4 if you're feeling it; Its not a one man show, its a team game.



Lingie#3148 on Discord. Lingie, the Fox-Tailed on Steam.

Nov 22 2008, 9:18 pm GameLoader1337 Post #791



i had a suggestion of something don't mind me if its stupid, some classes can outrun others indefinitely, take example as like Zealot can outrun Marine, maybe you should add something that slows them down, like burrowed unit for each hero and they can speed up by removing that burrowed unit for a amount of time and have a cooldown for it that way there's more strategy involved?



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Nov 22 2008, 9:46 pm InsolubleFluff Post #792



Well you posted in the shoutbox asking what we think and to be quite fair I think you just made the stupidest suggestion in this whole fucking thread. Good Job. You're putting Alpr to shame.



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Nov 22 2008, 9:59 pm Lingie Post #793



Quote from GameLoader1337
i had a suggestion of something don't mind me if its stupid, some classes can outrun others indefinitely, take example as like Zealot can outrun Marine, maybe you should add something that slows them down, like burrowed unit for each hero and they can speed up by removing that burrowed unit for a amount of time and have a cooldown for it that way there's more strategy involved?

9 times out of 10, the marine stimpacking outruns a zealot. Besides, the Zealot is a damn melee class.



Lingie#3148 on Discord. Lingie, the Fox-Tailed on Steam.

Nov 22 2008, 10:21 pm Alpr Post #794



Quote from name:Darkling
Quote from Alpr
A 15-energy charge to re-cast maelstrom is too much. They can run away easily after 1 cast, making maelstrom useless, even if it's full charges (still only 2 casts). The Dark Mage is supposed to be the top PKer in the game, but with a 15-energy window, maelstrom becomes useless. a 7-10 energy windows would be more efficient, where they can run away a bit before being maeled again, in which their teammates can help faster, and since they would be on the move, you can miss and they can get away entirely.

As for the rest of the changes, they are all pretty good. I completely agree that constant maelstrom was just stupid, but you took one extreme to the other by making a 15-energy window to get away.

15 energy is only fair. Its your L1 skill, meaning it shouldn't be a instant deathblow. Use your other slow skills as the DM, they ARE still there you know. Ensnare, L3, L4 if you're feeling it; Its not a one man show, its a team game.

I understand this, but other classes can spam their L1 with instant results - Volt, Summoner, Marine, Firebat, Medic.



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Nov 22 2008, 10:22 pm GameLoader1337 Post #795



you probably haven't realized by now, it doesn't matter if its melee class or range class because i'm sure the maker wouldn't of made it range dealing more damage than melee and a lot of people choose the fast characters for a advantage of escaping easy due to the spell impairments. oh and as for you shocko please make an counter to my suggestion with logic simply throwing insults i don't think that means anything.



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Nov 22 2008, 10:43 pm InsolubleFluff Post #796



Why would I use logic for such a stupid suggestion...
"Characters that have speed advantage should be slowed down so those without speed can catch up and let other people die, thus this adds skills" no... the skills comes between communicating and organising attacks, you get a teammate to intercept courses...

If you pick LM, DM and Assa do you honestly expect to catch people anytime soon... (or win mind you)



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Nov 22 2008, 10:45 pm GameLoader1337 Post #797



lol you still don't get the point, nvm



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Nov 23 2008, 12:49 am Lingie Post #798



Quote from Alpr
I understand this, but other classes can spam their L1 with instant results - Volt, Summoner, Marine, Firebat, Medic.

But they don't stun you except for Volt, and you can attack back. Volt has to be careful unlike the DM.

And Medic? Why would you care? Thats free EXP waiting to happen.



Lingie#3148 on Discord. Lingie, the Fox-Tailed on Steam.

Nov 23 2008, 1:20 am ClansAreForGays Post #799



Until I test it, I think I agree with Alpr. If mael someone, and immediately cast ur lv1 again, it should be charged for another mael in 2 seconds after the first mael expires. I haven't tested it, but I'm pretty sure the will have more than 2 seconds to run away.

And the argument that Lv1's shouldnt rape is flawed in that most characters' Lv1's actually do, and handful can actually be played with only their Lv1's.

And Shocko I COMMAND you to lay off gameloader/sasersakei, he is a very leet arena battle map maker. But gameloader, I'm starting to lose faith that you are sas simply because you don't know that A stimed rine and hero zealot have the same movement speed, something I thought even everyone non-mapmaker knew.




Nov 23 2008, 1:54 am Alpr Post #800



The way I see it, the DM has to rely on the Dark Archon to get Pks. It's spell 2 & 3 help in no way to keep an enemy still, so with a 15-energy window to escape, it makes the DM totally useless in all it's spell until you can get spell 4, and every hero will be able to kill you. You'll be a counter to nothing.

As I said, I agree that constant mael is too powerful, but not enough is too underpowered. Give a window to run away, but -15 energy from a mael is way too much :\

I barely see anyone play dark mage, and it'll diminish to 0% played with this -15 energy thrown in.



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