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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Dec 1 2008, 9:37 pm Decency Post #921



It's not necessarily a bug, as I said in my first post it's just emergent behavior. Ie: something the creator didn't foresee happening but has since been taken advantage of.



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Dec 1 2008, 9:45 pm UnholyUrine Post #922



Yes... I didn't forsee that..
Btw has the hide behind enemy tele-beacon gameplay so melee units can't get to me been fixed yet?



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Dec 1 2008, 9:47 pm Pigy_G Post #923



Quote
Spawning it cloaked

That might be a good idea for marines L3 if you make it a ghost, Spawning it cloaked with only 1 energy so it instantly decloaks, It doesn't immidiately shoot anything is targets and if you fail to target the player then after it decloaks it will fire.



None.

Dec 1 2008, 10:47 pm Thuy Post #924



i think switching the units between Spec Ops and Assault would fit their role better. It's weird seeing a player assault another with a flamethrower, a big gun is more reasonable! and this will also allow the assault to be able to attack when it uses Lv 1 spell (corsair dweb).

and IF YOU DO switch the units the Lv 3 ghost spell could be a good help for the new Spec Ops (which is a firebat) because it has a range ability to help it in range combat.



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Dec 1 2008, 11:15 pm Jack Post #925

>be faceless void >mfw I have no face

I dont agree with changing the archers lvl 1 to +3 becos it already is hard to pk players with it, unless they are really n00bish and stick close to you, in which case they deserve it.Archer lvl 1 and maybe lvl 4 are its only decent spells.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Dec 1 2008, 11:24 pm Moose Post #926

We live in a society.

Quote from UnholyUrine
Yes... I didn't forsee that..
Btw has the hide behind enemy tele-beacon gameplay so melee units can't get to me been fixed yet?
You of all people should have read the change list.
Yes it has. :)

Quote from name:bastard-tino
i think switching the units between Spec Ops and Assault would fit their role better.
I thought I was crazy, but it's good to see someone else thought this too. :P




Dec 2 2008, 12:36 am Oyen Post #927



I had an idea for special op's lv 2. The computer controlled bunkers that special op builds are generally just feed for the opposing team. How about making allied computer bunkers invincible while the special op is near them, making them slightly better defenses while he is around. Only the computer's bunkers though, otherwise he could just sit in an invincible bunker and be untouchable.



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Dec 2 2008, 1:03 am ClansAreForGays Post #928



Why would he want to stand around a bunker that's stealing his kills?

Quote from name:bastard-tino
i think switching the units between Spec Ops and Assault would fit their role better.
I don't know if this is what you were saying, but I'd like to make them 1 hero. Whenever you go to heal, it switches. You can't do it as a spell somwhere, so it wouldn't be another transformer.




Dec 2 2008, 1:05 am Thuy Post #929



Quote from name:clansareforgay
I don't know if this is what you were saying, but I'd like to make them 1 hero. Whenever you go to heal, it switches. You can't do it as a spell somwhere, so it wouldn't be another transformer.

i meant Assault is a marine instead of a firebat. Spec op is a firebat isntead of a marine.



None.

Dec 2 2008, 1:10 am Oyen Post #930



Quote from ClansAreForGays
Why would he want to stand around a bunker that's stealing his kills?.
Well, he could put bunkers behind him on the lane, and stay farther down the lane to grab all the kills. Then, if he or bunkers are attacked by a hero, he can run to bunkers to protect them and have some extra damage-dealing power for fighting enemy heroes who attack him there.



None.

Dec 2 2008, 5:30 pm ClansAreForGays Post #931



You should experiment with a 350hp nurse. It should work just like DM's dark orb: heals on recast with full mana.




Dec 2 2008, 6:12 pm Decency Post #932



Full mana might be excessive, but I agree that killing off nurses is really easy. =o

On the other hand though, Dark Archons give a much higher kill score than Medics, so they probably should be harder to kill.



None.

Dec 2 2008, 6:36 pm ClansAreForGays Post #933



maybe 300 hp /w 120 mana.




Dec 2 2008, 8:54 pm ClansAreForGays Post #934



Think ghost can has implants?




Dec 2 2008, 9:10 pm Decency Post #935



With the HP being lowered that makes nuking a ton more powerful, no need to make it easier...



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Dec 2 2008, 9:36 pm Oyen Post #936



Here's a 10 minute replay of a game I played with Blu and BlueDestiny against spek and a couple of pubbies. Blu and BlueDestiny used an interesting walling strategy to keep the other team from gaining experience. Tell me if you guys think this strat is too unfair or if it is reasonably counterable.

P.S: I love the fact that replays now show what people said during the game :D

Attachments:
TempleSiegeWallin.rep
Hits: 64 Size: 168.42kb



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Dec 2 2008, 10:26 pm ClansAreForGays Post #937



It's not rigged as someone said in game, real players would have never let it happen. I'd hate to punish oofsblu here for thinking outside the box. He's a maverick!

Still, I guess it warrants testing to check if it's actually unbeatable. Temple siege was the most fun when you found out a new unforeseen strategy, like this, every couple of days.




Dec 3 2008, 12:46 am UnholyUrine Post #938



lol at the Hydra and Assassin noob.. twas funny.
The wall thingy.. errrrrrr... Could be balanced by having heroes gain exp or money if their spawn gets kills.... but then that may affect a lot of things....
I can certainly see it being abused tho..... <_< hmm



None.

Dec 3 2008, 12:50 am ClansAreForGays Post #939



Quote from UnholyUrine
The wall thingy.. errrrrrr... Could be balanced by having heroes gain exp or money if their spawn gets kills....
no




Dec 3 2008, 1:04 am Oyen Post #940



Quote from UnholyUrine
lol at the Hydra and Assassin noob.. twas funny.
The wall thingy.. errrrrrr... Could be balanced by having heroes gain exp or money if their spawn gets kills.... but then that may affect a lot of things....
I can certainly see it being abused tho..... <_< hmm
Ya, that was funny. :lol: Too bad the replay only tells you what red heard, unless you watch it with at least 3 people and get a player slot on the other team.

I have another hour long replay that happened soon after that game. It was a 2v2, me(mech) and spek(ling) (top) vs the blu(e) brothers (rine & summoner) (bottom) . Anyway, they capped the middle and bottom left base, blocked off spawn in the middle (to the right of that cliff above their middle base cannons), and then built cannons all around it to keep us out. After that, they gradually built cannons and pylons all over the map and near their assims. Eventually, they had all 3 bases under their control to gain experience from, and by the point marines starting popping out, they had about a 400-500 exp lead on us and had cannons in our base, forcing us to stay near our temple. Their cannons killed most of our spawn, but they gained plenty of exp from the capped bases. By the end of the game, they managed to kill spek and realeased the massive swarm of spawn to attack my temple. As the swarm surrounded me, they continuously dark swarmed over me, and killed our temple with powerful summoner lings and a buffed up hero rine.
I can post the replay if you guys want.



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