Maybe the upgrades to spawns should be on a daily basis and upgrade spawn level every time day starts...
Is this just the same thing said twice so that it's confusing, or are you going to upgrade the damage or number of spawns each day? If that was possible it would be pretty cool, but I don't think it can be done.
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Huh? dmg on zlots should be 32..
I agree that hydras were over-buffed tho... probably 40 dmg's good enough? OR, both the rest up a bit...
Also, adding one more spawn, maybe goliath, with like 50 dmg + high HP would work out fine in killing cannon defenses maybe...
Upping spawns gives two possibilities.. either ur opponent gets overrunned, or ur opponent gets more exp than you and beats in you the end.. It seems that many ppl experiences the latter... and the main problem is that ur opponents feed on the stuff, gets good exp, and then can upgrade their spawns as well to the same power as urs...
Zerglings were just to speed exp up.. marines are when things really starts getting spicy... especially since they're ranged.
The problem may probably boil back down to the fact that the spawns upgrade are not buffed enough... but There's a REALLLLY fine line there, and it requires lots of experimenting.. so yeah.. be patient. It is also why it used to be 5 civs per spawn upgrade... since it should be hard to get the spawn upgr, and it should be good enough in running over a temple if the other team don't upgrade as well... maybe.
But i added the auto-evolve aftewards. so we gotta consider that too now....
so yeah.. problem's there.. we'll needa tweak it a bit
Spawn upgrade means Broodling->Zling->Marine-> etc.
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Zealots do 32 over two hits. Against 16 armor, they do a total of .5 damage per hit, for 1 damage. This means plasma shields and armor make everything except the Hydras almost useless in killing buildings.
Zealots do 32 over two hits. Against 16 armor, they do a total of .5 damage per hit, for 1 damage. This means plasma shields and armor make everything except the Hydras almost useless in killing buildings.
Cannons and Pylons have had only 12 armor for awhile now.
I got a couple more replays if you wanna watch them. A close game where the other team walled spawn and another fun game that showed how ling could REALLY benefit from upping his own spawn to hydra and letting it loose on your base.
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Post has been edited 1 time(s), last time on Dec 4 2008, 6:46 am by Oyen.
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Requested changes before Saturday's tournment:
Invinc for heroes at temple heal.
+5 archer attack
Spawns stop spawning at lag limit(yellow/white commands 300(?) units)
anything else I forget?
Requested changes before Saturday's tournment:
Invinc for heroes at temple heal.
+5 archer attack
Spawns stop spawning at lag limit(yellow/white commands 300(?) units)
anything else I forget?
Nothing that I didn't cover.
Besides the Marine stuff. I might not do the extensive stuff, but I'm definitely reducing mine HP... other than that the +2 and spell changes might be too much of a sudden change before the tournament.
Also, decent players beat us rushing Hydra. Though we agreed not to Assim, which might be a factor.
invincable units at temple heal??? LOL. if u do that hydra rushing is auto gg since they wont target heros xD.
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That's totally the point. They really should be attacking the temple in the first place, and now you won't die from a nuke. If you can't fend them off with x10 exp and probably 450 mana with ur spells, then you don't deserve to survive.
A very rare bug that happened was when I was assault and repeatedly lv'd an assasin, he eventually completely stopped gainning mana for the rest of the match.
invinc at the temple means no more sneaking in and decapitating summoners who camp there
edit: however minimoose' offer would be better than nothing, though i still prefer it not invinc because you could still just sit in base and watch for shadows OH NO THERE IS ONE, move beside temple.
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Summoner would be the last 1 to notice a shadow coming at him, camping means killing units as soon as they spawn, and not killing the spawner would you normally would.(more vocabulary correcting)
Counter-counter offer: summoner just does not gain invic. since spawns dont attack him anyways.
No, it would be fine. If the player controls any unit at the heal just don't allow him to gain experience, so the summoner would need to move away from the heal in order to gain exp. As long as the players aren't newbs they'll figure it out.
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But then Summoner would be unbeatable.
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I was playing LM, and my dragoons (L3) were attacking spawns, not the enemy hero marine. I had like 50 ups, too >_>
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that starcraft's AIs not his fault, also if you do the invincible make sure hero summons + builders dont get it =/.
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No, it would be fine. If the player controls any unit at the heal just don't allow him to gain experience, so the summoner would need to move away from the heal in order to gain exp. As long as the players aren't newbs they'll figure it out.
I don't like your idea. I still haven't heard any downsides to just making heros incinvicle san summoner, so I don't understand it's necessity. Summoner's like holding position at heal, and I don't think they've done anything to have that taken away from them.
It makes hydra's and the summoner on a team ridiculously and overpoweredly good, for one. if you don't lower the damage on them and do add that heal feature, there's not much people can do. That makes whichever team has the summoner more immune to this strategy, though, since I'm pretty sure he can plague on the hydras to have them target him. Even if he can't, dark swarm on the temple+consume is effectively a strategy ender.
Hydras are too good, either way, referring to the progression I posted earlier. Damage to cannons per attack: .5, .5, 3, 8, 31. Exponential = BAD.
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