Staredit Network > Forums > SC1 Map Showcase > Topic: Temple Siege v1
Temple Siege v1
Jul 10 2008, 8:31 am
By: ClansAreForGays
Pages: < 1 « 51 52 53 54 55140 >
 

Dec 20 2008, 5:14 am ClansAreForGays Post #1041



Alright, finals are over. Time to start working on those new ts versions you've been talking about. No excuses.




Dec 20 2008, 5:54 am MNeox Post #1042



Time for some new terrain modifying as well ^^
3 weeks of free time!



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Dec 20 2008, 6:32 am UnholyUrine Post #1043



ZZZzzzzzzzz ... * wha? .. Oh SHI- it's done already??!?!

HAha yeah!!.. I'll work on it ... :P.. but I really have to thank you guys for keeping this alive for so long... and giving me support =)



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Dec 20 2008, 6:42 am Pigy_G Post #1044



Quote
2: Archer reallllllly needs to be re-done, it's horidly weak, even muta-spam is weak. Maybe +3 -> +5 on mutas? Maybe better defense/HP on Sunken Colonies? I've never seen anyone do great with Archer, so...I find it to be one of (if not THE) the weakest.

...Are you retarded..? Archer is fine. It's mutas are fine, the sunkens are fine. Perhaps 50 more hp, but even that is probably fine.



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Dec 20 2008, 8:23 am SFSKabam Post #1045



Quote from Pigy_G
Quote
2: Archer reallllllly needs to be re-done, it's horidly weak, even muta-spam is weak. Maybe +3 -> +5 on mutas? Maybe better defense/HP on Sunken Colonies? I've never seen anyone do great with Archer, so...I find it to be one of (if not THE) the weakest.

...Are you retarded..? Archer is fine. It's mutas are fine, the sunkens are fine. Perhaps 50 more hp, but even that is probably fine.

Are you...? Mutas are so fucking weak. Sunkens do ABSOLUTLY nothing but feed. As I stated, I've never seen Archer do good in a game. Sure it does ok real early, but early-mid -> end it fucking sucks. And I've played a LOT of Temple Siege.



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Dec 20 2008, 8:57 am hinoatashi Post #1046



The archer is like the LM when it comes to its first spell: ALWAYS USEFUL

The fact that you can run around as a hydra while spamming a move that only costs 25 makes it dangerous enough to fight against. Mutas are also not restricted by 'freeze' moves so someone like the Assassin doesn't stand a chance against it in daytime unless the player wants to risk a quick draw contest by running up there and using the L4 right away.

Sunkens, I agree with. Muta damage though? They are absolutely fine the way they are. I can post a replay of a good hydra player, if that's what it takes for you to understand.



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Dec 20 2008, 9:24 am SFSKabam Post #1047



Quote from hinoatashi
The archer is like the LM when it comes to its first spell: ALWAYS USEFUL

The fact that you can run around as a hydra while spamming a move that only costs 25 makes it dangerous enough to fight against. Mutas are also not restricted by 'freeze' moves so someone like the Assassin doesn't stand a chance against it in daytime unless the player wants to risk a quick draw contest by running up there and using the L4 right away.

Sunkens, I agree with. Muta damage though? They are absolutely fine the way they are. I can post a replay of a good hydra player, if that's what it takes for you to understand.

I wouldn't mind seeing that rep, actually. :O



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Dec 20 2008, 12:54 pm MadZombie Post #1048



Imo Archers 2nd spell sucks, alot. But all his other spells are so good that if archer only had the 3 spells(without2nd) it would almost be rigged. :|



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Dec 20 2008, 5:35 pm ClansAreForGays Post #1049



Archer originally had +4 mutas, but it was reduced to +3 & its lv3 buffed to make it so that Archers are given other strategies that are reasonable to warrant using over lv1 spam. Archer is awesome because the only time it is really fucked is when its disabled+paralysed(but who isn't?). The muta really shines when a player uses it like a vult microing while chasing. Think about it, if they are attacking you by your base, and wait till they lose some health b4 they decide to heal, you can chase them hitting them mabye 7 times with your level 1 just by spamming it and keeping pace with them(rine/zealot/bat/LM/summoner are totally fucked).
And don't forget his Lv4 deals the most damage in the game. Also, I'm pretty sure buildings don't give kill score. His Lv2 can give you summoner-level exp gain if you do it right.




Dec 20 2008, 9:27 pm Thuy Post #1050



is mech's lv 4 spell still overpowered?

i was thinking that instead of spawning all the vultures, goliaths, and tanks at once how about make them spawn one after another. from what i remember moose called the lv 4 spell "weapon barrage" so a chain of attack seems to fit the name for me instead of just one seconds burst of rape.



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Dec 20 2008, 10:44 pm ClansAreForGays Post #1051



It's actually like a 4 second burst of rape, that usually kills in the first second.




Dec 21 2008, 12:17 am Decency Post #1052



Yes, Mech's L4 is still overpowered.

And I'm getting really sick of playing against marines with a shitload of life and tons of damage. 20+2 please. Also, its L4 is essentially a free spawn capture. I found that to be kind of rigged. =o In general, using mines to capture is really overpowered. The marine is the best early-game unit because of that. Please, whatever revolutionary Marine change you're planning, sometime this year...

I tried using Archer's L2 seriously in a game, it just doesn't work well. The sunkens do explosive damage which makes them only really good against Volt/Mech. They take 3 hits to kill a broodling... However, you can definitely go L3 or focus on L1 and just chase someone while spamming it. I've seen both strategies used well. If you try to do both, though, you won't get very far. You need to look at what your opponents are doing and make a decision.



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Dec 21 2008, 1:09 am Pigy_G Post #1053



How about making the drone able to make a 'Infested Assimilator' that gives extra mana, like for every infested assimilator you get and extra 5 points of mana every 10 seconds or something. I also thought scv should be able to make 'Armored Assimilators' seeing as scv is virtually only good for turrets and feeding. Armored assimilators could have say 25 armor and be resistant to spawns and summoner and weak fast attackers. Also improved HP



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Dec 21 2008, 1:41 am Lt.Church Post #1054



pigy's idea might be cool, letting scv put up a refinery to block the other team from making assims, maybe put a weak cloaked wraith or something stationary above it.

edit: also, making mechs move less of a suprise buttrape would be nice, possibly putting a limit on how many reavers can be on the field at once. depending on your class it may be literally impossible to kill them for example medic/assault.

Post has been edited 1 time(s), last time on Dec 21 2008, 1:54 am by Lt.Church.



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Dec 21 2008, 1:54 am l)ark_ssj9kevin Post #1055

Just here for the activity... well not really

What about archer's Extractor? :P



guy lifting weight (animated smiley):

O-IC
OI-C

"Oh, I see it"


Dec 21 2008, 3:25 am Pigy_G Post #1056



I still haven't seen reavers, Someone post stats?



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Dec 21 2008, 3:32 am Lt.Church Post #1057



100+50 damage, 400-700 shields 1k life. cant recall the exact shields =/ sorta hard to kill them when you have a massive pile of them together because of their splash,range, and scarabs tracking you when you try to run to heal.



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Dec 21 2008, 5:16 am UnholyUrine Post #1058



Regarding marine... it's been changed.. ppl who hated how spec ops "tanked" will love the change.. Those that use spec ops only will hate it... but I'm going for perfect balance so too bad.
Mech's L4 will change fer sure

Reaver and spawns will need to be looked at more carefully... maybe a little less dmg or hp for reaver.... maybe.
Btw.. reavers are 110+50 dmg, 450 shields, and 1k hp, with 20 armor. The spawner costs 120, and spawns 1 reaver.

Regarding the refinery/extractor stuff... That Could work out... I like the Refinery idea being a highly armored one (so harder to kill).. But SCV'll face a complete change.. and Archer'll spawn 2 drones per L2 ... (Sunkens n Spores have been lowered to 300 hp, 30 dmg.. which is subject to change)

Does anyone have any idea on how to further balance Medic (which'll get 27+4 dmg) and Summoner (which its L2 will now spawn 2 infested terrans per zergling.. Causing me to want to switch back to zerglings having 10+1 dmg, but spawn 2 zlings per L1... L3 can also be changed to, instead of Food for Thought, meld zlings together into a lurker :P.. that's also an idea that I could use)...

As for other changes.. u guys'll have to be patient.. but keep posting.. I'm using this as the checklist (as always :))



None.

Dec 21 2008, 6:54 am SFSKabam Post #1059



Quote from UnholyUrine
Regarding marine... it's been changed.. ppl who hated how spec ops "tanked" will love the change.. Those that use spec ops only will hate it... but I'm going for perfect balance so too bad.
Mech's L4 will change fer sure

Reaver and spawns will need to be looked at more carefully... maybe a little less dmg or hp for reaver.... maybe.
Btw.. reavers are 110+50 dmg, 450 shields, and 1k hp, with 20 armor. The spawner costs 120, and spawns 1 reaver.

Regarding the refinery/extractor stuff... That Could work out... I like the Refinery idea being a highly armored one (so harder to kill).. But SCV'll face a complete change.. and Archer'll spawn 2 drones per L2 ... (Sunkens n Spores have been lowered to 300 hp, 30 dmg.. which is subject to change)

Does anyone have any idea on how to further balance Medic (which'll get 27+4 dmg) and Summoner (which its L2 will now spawn 2 infested terrans per zergling.. Causing me to want to switch back to zerglings having 10+1 dmg, but spawn 2 zlings per L1... L3 can also be changed to, instead of Food for Thought, meld zlings together into a lurker :P.. that's also an idea that I could use)...

As for other changes.. u guys'll have to be patient.. but keep posting.. I'm using this as the checklist (as always :))
Oh dear god. =/ I hope you lowered the exp gain for the zerg buildings then. =/ That's like a feed fest.

Medic could probably be balanced out by any type of offensive spell. maybe move it's L2 to L1, and L3 to L2, drop the original L1, and give it an L3 offensive? Preferably some type of explosive damage. Like...uh...Summon 4 'Mech' tanks to attack twice? Non-sieged.

As for summoner...Please don't change the +2 to +1 on lings. =/ That's an auto-underpower. You could balance it out by maybe making the max lings at 8 or even 10...Or you could always take away adrenaline glands (I believe that's the speedy-attack upgrade). I definitely like the 2 IT's per ling. Would certainly keep a Volt in check. :)

Reavers...Honestly, make them about 25% of what they are now (HP/Shield wise), and they're probably balanced. Spawn cost around 150.

Mah two-cents.



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Dec 21 2008, 7:12 am Moose Post #1060

We live in a society.

Quote from UnholyUrine
Reaver and spawns will need to be looked at more carefully... maybe a little less dmg or hp for reaver.... maybe.
Btw.. reavers are 110+50 dmg, 450 shields, and 1k hp, with 20 armor. The spawner costs 120, and spawns 1 reaver.
The spawner has cost 200 minerals. 120 was tried in the original testing and abandoned very shortly thereafter.
@ Pigy_G: the stats have been included in my change list for quite some time.

Quote from SFSKabam
You could balance it out by maybe making the max lings at 8 or even 10...Or you could always take away adrenaline glands (I believe that's the speedy-attack upgrade). I definitely like the 2 IT's per ling. Would certainly keep a Volt in check. :)
You might be on to something here.

Though I will point that the Volt is already kept in check by Summoner. His L1 and L3 should be useless against Summoner as a good Summoner would keep a great distance between his hero and the Volt. Though the overall rape resulting from Volt and Summoner both casting L2 would be quite amusing and a welcome counter to Volt's L2.

Post has been edited 4 time(s), last time on Dec 21 2008, 7:23 am by Mini Moose 2707.




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