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 23 2008, 3:42 am Lingie Post #801



Quote from Alpr
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.

If people want easy kills, thats their own thing. But the DM is far from deadly, especially with its other skills. Besides, its L2 in conjunction with Volt would make a great team. Throw in the Medic and you've got yourself a total mindfuck.



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

Nov 23 2008, 4:12 am Alpr Post #802



L2 is only useful when you're running away (I only see it used when combined with L1/L3/L4, otherwise never) and L3 takes way too long to cast and it's easy to get away from unless you're immobalized or are LM.

If anything, switch DM's L1 & L2 and adjust them accordingly, instead of killing the power of the DM in one blow.



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Nov 23 2008, 12:01 pm InsolubleFluff Post #803



GameLoader if I don't get it please by all means explain it more to me because from what i took you want to place burrowed units under the fast unit so they will be slower but put a cooldown on it so they don't get totally fucked... which in my opinion makes no sense at all... correct me if i'm wrong.



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Nov 23 2008, 1:33 pm ForTheSwarm Post #804



He wants a burrowed unit, which when unburrowed, allows slower units to "sprint". This ability has a cooldown. I think it's a decent idea, althouguh balancing to cooldown would be a challenge.



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Nov 23 2008, 4:10 pm Moose Post #805

We live in a society.

The thing is that when I determined out the numbers, they were determined arbitrarily as opposed to me actually going out and watching to see how much energy regenerates during the duration of Mael. (It's five, by the way.) I figured it was better to overshoot and turn it down rather than risk eternal Mael again. This being said, I'm going to turn it down a gap of 10.

If people think the DA should be powered up more, how about having Mael cost 65 so the DA can eventually store up a third shot of Mael?

Post has been edited 1 time(s), last time on Nov 23 2008, 4:18 pm by Mini Moose 2707.




Nov 23 2008, 5:31 pm Alpr Post #806



That'd work :)



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Nov 23 2008, 8:12 pm GameLoader1337 Post #807



not just under fast heroes, it's under all heroes and since everyone has the same amount of slow their speed will be equivalent without the burrowed units, however the change is another player can choose when to boost up thus overcoming the speed of another hero before they find out or w/e strategy, I came up with this idea because it seems that this map always has speed heroes in advantage, IE: outrunning slower heroes and just farming the game better.



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Nov 23 2008, 9:14 pm MNeox Post #808



New Terrain
http://www.staredit.net/topic/5197/last/#special

yay!

Post has been edited 3 time(s), last time on Nov 24 2008, 1:59 am by MNeox.



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Nov 24 2008, 1:43 am UnholyUrine Post #809



I totally disagree with GameLoader1337's idea on many levels....
but the One major thing is that.. the game is built that way, and the speed has been (or has attempted to be) incorporated into the balance. Rather than overcomplicating the game, just Simplify and change accordingly. Overcomplicated games leave gamers feeling.. er.. wtf?.. Because it's just so diff from what gamers are used to.
In fact, the speed is a GREAT way to incorporate strategy into the map. Why Blow it? seriously..... ugh

I think Maelstorm should be like this:
Hero1: I"MA COMING TO GET YOU, SLUT!
DM: Says you *Bzawww*
Hero1: MOTER F*KA! F*KIN MAEL ME EH? WELL I"MMA GET U ONCE I'm OUT OF THIS STUPID MOTHER F*KING STORM
DM: Uh oh, better prepare for the next mael *Casts L1*
hero1: HAHA I CAN GET YOU NOW U CUNT! I"M COMING NOW U BETTER RUN
*DM runs a little.. for maybe max 3 seconds?.. then *Bzawww*
hero1: DAMMIT MOTHER ASS RAPING SON OF A F*KING BITCH !!! I"m STILL GONNA GET UR ASS
*DM casts spell 1 again*
and the cycle continues.
that'd be the perfect balance.
The other'd be the reverse, where Dm's hero1, casting Meal as hero1's trying to run away. Hero1 should be able to escape unless other units were blocking the way, or he was paralyzed, or it's a LM.

Oh btw, nice new terrain. .XD.. got sm setbacks which i commented on but yeah. Still great, and not like raping your eyes like v1.4 XD (j/k, unless u wanted it to be raping ppl's eyes, then in that case, it definately did, and ppl enjoyed that. so there... lol eye rape?)



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Nov 24 2008, 1:52 am Pigy_G Post #810



I just played the supposed 'New' ver and the bottom team probe, Where you buy probe. Is still uninvicible. Fix please.



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Nov 24 2008, 2:14 am dumbducky Post #811



Why the hell would probes be invincable?



tits

Nov 24 2008, 2:38 am Lt.Church Post #812



he is talking about the computer probe which is indicating that beacon is used to buy probes; not probes you buy being invincible.



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Nov 24 2008, 6:19 am Strilanc Post #813



You need to detect ally kills. I haven't played a lot, but I've already seen people blocking their own spawns' path and using storm. Not only does it give them more exp, it denies exp. Killing your own units should deduct experience, not add it.



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Nov 24 2008, 7:06 am Moose Post #814

We live in a society.

Show me the triggers and you got it.

Are you sure you're playing 1.4M? The paths can't be blocked like that to my knowledge.




Nov 24 2008, 7:22 am Strilanc Post #815



Essentially you need to convert death counts into a death score, then you match death scores on one team against kill scores on the other. If one team has kill score but the other team has no death score, there was an ally kill.

Usually the ally killing player is the one with leftover kill score, but of course simultaneous kills can mess with that. It doesn't matter because even if you punish the wrong player on the same team, ally killing becomes pointless.

Storm the Fort detects ally kills, so you can look for the specific triggers in that map.



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Nov 24 2008, 4:17 pm Moose Post #816

We live in a society.

Quote from Strilanc
Usually the ally killing player is the one with leftover kill score, but of course simultaneous kills can mess with that. It doesn't matter because even if you punish the wrong player on the same team, ally killing becomes pointless.
Um, yes it does matter if you punish the wrong player. I'm to be punished if my ally chooses Assault and legitimately levels? I'm to be punished when my Mutant teammate uses L3 and lurker splashes? I'm to be punished when my allied Mech partner splashes some our spawns with tanks?




Nov 24 2008, 5:47 pm Strilanc Post #817



To put it bluntly: you won't even notice it unless you ally kill on purpose. The punishment is super-weak: just strong enough to make ally kills exactly not worth it.

In storm the fort it used to be common to kill ghosts in your own spawns, because ghosts are worth a couple minerals. If you were really trying to grind/deny you would ally kill all over the place. Now the worst you see is someone confused about the ally kill warning when friendly units get splashed.



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Nov 24 2008, 7:59 pm Biophysicist Post #818



I agree that killing your own spawns shouldn't give XP.



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Nov 24 2008, 9:13 pm Decency Post #819



First, I just want to say that I'm the one that started the redistribution of the newest map as v1.45M. Rename your files or other people will do it for you. =p

Bugs
The Assassin's level 2 turns DM's Orb into a neutral unit that remains after the spell ends. It's basically free experience, the DM can have 3 Orbs spawned even if they only control one. The other two will sit there and net something ridiculous for the other team, 15 exp or more per kill. Remove the Orbs maybe, but don't just leave them there as free kills. This probably affects other hero unit spawns as well, not sure.

The DM's L4 lasts after a death and subsequent respawn.

Balance
- The Mech is still too good. Level 4 is nuts, it's an auto-kill the first time you spring it on someone and you can get a few more afterwards. Vulture + Micro counters most classes, and Tank + Micro counters the others. On top of that, the L4 is easily the best damage doing spell in the game. (As for the 4000--->2700 calculation, consider he was discussing Temple damage, where you fired on a Zealot. Tank damage > Vulture damage, Explosive > Concussive.)

- I realize that Mutalisks do more damage, but they are very unwieldy and require your opponent to be unmoving to really be effective. I've had more success selecting 12 and manually firing with just them than just letting them all stack on me and trying to get them to auto-fire.

- The Assassin's L1 is still way too good. Perhaps as a result of adding the charge up nerf, make the L4 much more effective in the end-game, give +80 per upgrade instead of +20. Because it's no longer at all effective in killing the temple, it's a pretty weak spell after opponents pass the 1800+20x threshold. You'll rarely get kills unless it's combined with a teammate's hit too, or with a stun and double-cast (290 mana....).

- Marine as a tank is really really really good. Lower life or give +2 per upgrade are my thoughts.

- As for ally killing, restructuring the entire kills-->experience system would be a task but it probably should be done at some point. I'm just unsure of if the triggers will run fast enough for them to work correctly with simultaneous killings, especially with hero and special unit killing where the experience gained is significant, or splash damage causes massive amounts of kills.

- Fast mass assimilators is hugely effective, resulting in an enormous monetary gain with little risk, even more so in 2v2. My suggestion is that killing assimilators should net more than the current 4 exp. Perhaps 10-12 or so would be effective.

- Cannons are still too hard to hurt; spawns need to be able to damage them for upgrading spawns to be worthwhile.

Finally
- Having 3 lives really eliminates the point of nested victories, or at least simplifies that to the only true nested victory. You can control the entire map and a team with a Mech, Mutant or Assassin class can just sit, wait until night, and try to get some cheap PK's with Barrage, Burrowed lurkers, or Decapitate when you're occupied and "win" the game. This is really my last unmentioned issue with the map. I agree that it makes things simpler, but it really makes the focus of the game player killing instead of overall victory. You might as well not have the temple or warp gates, because risking a life to deal some damage to them just isn't worth it in the long run, you'll likely die.

I'd like to see deaths simply delay your respawn a duration based on your level (yes... like DotA). Since there are many more levels in TS, I'd say 15 seconds plus a few seconds per level would be fitting. This inaction allows you to really gain an advantage from your kill, but it's not a game ender. Losing your money would be an option to consider as well.

Post has been edited 2 time(s), last time on Feb 24 2023, 12:27 pm by Decency.



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Nov 24 2008, 9:35 pm Pigy_G Post #820



A ton of the things in the post above this were totally

WACKO


Post has been edited 1 time(s), last time on Nov 24 2008, 9:48 pm by Pigy_G.



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