Staredit Network > Forums > SC1 Map Showcase > Topic: Temple Siege v1
Temple Siege v1
Jul 10 2008, 8:31 am
By: ClansAreForGays
Pages: < 1 « 64 65 66 67 68140 >
 

Jan 16 2009, 11:20 pm xYoshix Post #1301



Hm I think the 1 sec cast for escape is fine.
All you need is timing and you'll do fine. :P



None.

Jan 16 2009, 11:22 pm Kaias Post #1302



Quote from Mini Moose 2707
Quote from Pigy_G
No body even replied to say my hero idea sucked. Is it that bad? :P

http://www.staredit.net/topic/3709/60/
Your L2 would be a triggering nightmare.
Nah, it'd be quite easy but it'd take 10 locations for just one spell, which is quite a few.



None.

Jan 17 2009, 12:24 am DumbMarine Post #1303



Quote from Pigy_G
Assassin wasn't that hard to kill. Medic/Summoner/firebat ect all could take him. I think delay is stupid. So does everyone else, no pubbies or people I know host your edit vers.

Most all of the classes can take assassin. That's not the problem. The problem is the sheer number of times you can "kill" the assassin. The only time any class (including medic) has managed to kill me is either with lag or when it's profitable to be killed.

But seriously, this doesn't change the usefulness of escape at all. You usually know well in advance when you are escaping, this just means you have to do it a second earlier. I don't foresee pros dying with assassin, and they get bonus HP and armor now.



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Jan 17 2009, 1:38 am Decency Post #1304



Yeah, Assassin got buffed in this version, lol. 600 HP? And a 1 second delay? Please, piece of cake. I voted for a 5 second delay and Assassin is one of my favorite classes.

By the way, I've been randoming Assault a lot lately, and I must say it's really really easy. I just go for nukes rather than killing people because it's more of a challenge, but springing a dropship on someone is sooooo simple. Then after you use the 4 bombs in the first you simply recast the dropship. 8 three second stuns for 80 mana (twice), which also kill anything spawned. The nuke has a TON of combos too that I won't get into, but suffice it to say that it takes two players on defense to stop me from night nuking whenever I want to, and they have to be the right units.

But I don't think it should be revamped other than it's L3 which is really overpowered.


I like Tino's idea as well, but I'm not aware of an AI script that can cause a computer to upgrade what you want it to. Creating the spawns with a % of their life would be very easy though, unless the CUWP slots are full.


As for the physicist, it's L3 will be overpowered with a good team. Hey ling, wait here to cast lurkers/L2 directly on top of someone. Make sure the channel is decently long and make it a level 4 spell, otherwise it will be endgame for everything. You can always adjust the damage on carriers to fit them into a proper spell range.

Post has been edited 1 time(s), last time on Jan 17 2009, 1:48 am by FaZ-.



None.

Jan 17 2009, 2:28 am ForTheSwarm Post #1305



Quote from ForTheSwarm
A hero idea.

Specter- any unit

High shields (if possible) low HP, low armor (high if no shields)

L1- Spirit Drift: replaces the specter with a non-invincible observer. When the spell is cast again, the observer is replaced with the Specter. If the observer dies, the Specter is replaced with 10% HP. Good for escaping.

L2- Apparitions: Creates hallucinations of the Specter.

L3- Life Drain: Creates 2 units for 5 seconds- an attacking one and a Medic.

L4- Possess: Gives you control of another person's hero for 10 seconds. The Specter cannot move or attack during this spell.




None.

Jan 17 2009, 2:54 am Iceman16 Post #1306



I'm not even joining M2 games anymore, 3 times in a row I've had the mech bug and the most recent, I spawned at temple before the game had started and instantly lost a life.



None.

Jan 17 2009, 2:58 am killer_sss Post #1307



found another glitch in m2 yet again with the goliath

we were widdling them down and they had to stay in base. the goliath wasnt invincible but he kept healing to his max hp. made it really an ass pain to kill temple with spawns



None.

Jan 17 2009, 5:18 am StrikerX22 Post #1308



Quote from Lt.Church
i think summoner should go back to the 2 ling +1 damage system or have a lower max amount of lings, having 10 lings out with a single atk up you get +20 damage, which is absurd.

While you have a point, I just want to point out armor is applied to each hit. From my limited experience, I've had pretty bad luck with getting all lings owned at once as well, but I'm sure that's a counter character issue.

Also, I'm very, very sorry for ClansAreForGays, because someone said something he didn't like in *gasp* his thread. You have my condolences. But really, think about it... if a spell is rather OP like stasis, then why not a long cooldown that lasts as long or even twice as long-ish? We're not talking casting time here. You still get the opportunity to own someone. That aside, it probably won't happen at all since there's apparently a lot of triggers holding back any invincibility for whatever reason. And frankly, even with a big cooldown, it seems too good, and would likely make people leave. It should at least have some casting time and warning, potentially. I don't see it helping anything in the end, gameplay-wise, but rather hurting it. Then again, someone was considering "banishing"... but at least that's controlled.



None.

Jan 17 2009, 6:24 am Moose Post #1309

We live in a society.

Quote from Iceman16
I'm not even joining M2 games anymore, 3 times in a row I've had the mech bug and the most recent, I spawned at temple before the game had started and instantly lost a life.
That's because the other player is getting Mech first. It obviously can't be given to you, but it still thinks you're Mech. You're Mech but don't have a Mech, therefore it thinks you died, even though you really didn't. The best solution here for the mech bug is to stop playing M2 and grab M3.


Quote from killer_sss
found another glitch in m2 yet again with the goliath

we were widdling them down and they had to stay in base. the goliath wasnt invincible but he kept healing to his max hp. made it really an ass pain to kill temple with spawns
Since it's a different problem, I would appreciate a replay.


Regarding Summoner, the simple solution to him being OP in the late game is to disable the Adrenal Glands (Zergling attack speed). Probably what I'm going to do.


Quote from name:FaZ-
As for the physicist, it's L3 will be overpowered with a good team. Hey ling, wait here to cast lurkers/L2 directly on top of someone. Make sure the channel is decently long and make it a level 4 spell, otherwise it will be endgame for everything. You can always adjust the damage on carriers to fit them into a proper spell range.
120 pulses is only approximately 10 seconds real time. You really have to work fast to pull off a good ambush. Your teammates almost have to be nearby already. Archon's L3 stuns longer than this lasts. I would probably even cut it to 100 pulses.


Quote from StrikerX22
Also, I'm very, very sorry for ClansAreForGays, because someone said something he didn't like in *gasp* his thread. You have my condolences. But really, think about it... if a spell is rather OP like stasis, then why not a long cooldown that lasts as long or even twice as long-ish? We're not talking casting time here. You still get the opportunity to own someone. That aside, it probably won't happen at all since there's apparently a lot of triggers holding back any invincibility for whatever reason. And frankly, even with a big cooldown, it seems too good, and would likely make people leave. It should at least have some casting time and warning, potentially. I don't see it helping anything in the end, gameplay-wise, but rather hurting it. Then again, someone was considering "banishing"... but at least that's controlled.
Casting and charge-up time is almost neglible. Personally, I would keep the element of surprise by summoning the Arbiter at night in my base (conviently a few squares offshore to the side, at that) and charging it up there. Unless they happen to have Mutant on their team, they won't know it's coming. Speaking of Mutant, he can't even damage an Arbiter anyway.

Post has been edited 1 time(s), last time on Jan 17 2009, 6:40 am by Mini Moose 2707.




Jan 17 2009, 7:00 am ClansAreForGays Post #1310



I almost don't want to say this before I actually test it, but mutant actually will be ganking assasins like mad at night considering that they already were half the time w/o the 1 second charge up.




Jan 17 2009, 7:03 am Decency Post #1311



Mutant does 10+3 damage. If an HP buffed Assassin is walking around with low enough life to be taken out by that knowing one of his opponents has night vision, he deserves to die.

Also, please don't remove adrenal glands. The summoner is powerful in the late game only if they've been allowed free reign in the early and mid game. It's his advantage for being a good player.

I think that if anything should be cut it should be the number of lings allowed. You could make the number based on what spell level he has, or how many opponents are in the game, or both. I would not mind seeing a max of 3, 6, and 9 zerglings for 1v1, 2v2, 3v3.

Post has been edited 1 time(s), last time on Jan 17 2009, 7:19 am by FaZ-.



None.

Jan 17 2009, 7:52 am Moose Post #1312

We live in a society.

Quote from name:FaZ-
Also, please don't remove adrenal glands. The summoner is powerful in the late game only if they've been allowed free reign in the early and mid game. It's his advantage for being a good player.
Among all the classes, I would have to say the gap between mediocre and skilled players is the widest with Summoner. That alone makes an Summoner the last class that needs an advantage for being a good player. Removing Adrenal Glands really only trims off the metaphorical top.




Jan 17 2009, 8:25 am DumbMarine Post #1313



FaZ-'s mention of Assault's L3 being overpowered might have some merit. As it is right now, it's 4 stuns for 80 mana, which comes out to 20 mana for a stun. I don't know how long each stun lasts, so I don't want to say for sure "nerf L3", but yeah.. IMO I think medic's L4 is more out of balance than assault's L3, so take that as you will.

I don't see the Physicist's ability being overpowered. It's like assassin's L2, except the target is invulnerable while stunned. Of course, the duration would probably need to be tweaked. Pretty much everything of the Physicist would need to be tweaked though..

Tino's idea for spawns with % HP? Pretty hot.

Disabling adrenal glands might be a good idea, actually. I would like to see it playtested first though before incorporated into an actual game, cuz' it might make the lings too weak. They do only have 80 HP, after all. Maybe an alternative to removing it would be making it ridiculously expensive, only possible to get in late game (200-500 mins?)

Oh, btw, the goliath not turning invul at temple bug is rather old. Probably just forgot to check it when invulnerability was first added.

One more thing, does anyone find having more than one of the same hero playing at a time an interesting idea? I kinda like the idea of a mirror matchup, or a whole team of mechs, or something :D



None.

Jan 17 2009, 8:26 am killer_sss Post #1314



Quote from killer_sss
found another glitch in m2 yet again with the goliath we were widdling them down and they had to stay in base. the goliath wasnt invincible but he kept healing to his max hp. made it really an ass pain to kill temple with spawns
Since it's a different problem, I would appreciate a replay.

um i did not think to do replay but if it happens again i will save a replay i wasn't thinkin grrr. I'm also currently not playing m2 atm either still using mt

um btw where is this m3 that i keep hearin about.



None.

Jan 17 2009, 9:52 am Iceman16 Post #1315



I've seen that countless times, usually it's an advantage if you have a one hit special to use to finish the player off. eg. Assassin's L4.



None.

Jan 17 2009, 10:38 am Thuy Post #1316



Quote from DumbMarine
One more thing, does anyone find having more than one of the same hero playing at a time an interesting idea? I kinda like the idea of a mirror matchup, or a whole team of mechs, or something :D

i had this idea about a month ago and they rejected it :{ but maybe they changed their mind! :P



None.

Jan 17 2009, 11:24 am Iceman16 Post #1317



Quote from name:bastard-tino
Quote from DumbMarine
One more thing, does anyone find having more than one of the same hero playing at a time an interesting idea? I kinda like the idea of a mirror matchup, or a whole team of mechs, or something :D

i had this idea about a month ago and they rejected it :{ but maybe they changed their mind! :P
To be honest i think it's horribly having two (or more) of the same unit in game. I like the whole idea of one unit per player with no copies. Also late end game 1v1 would be horrible (Assassin vs Assassin, Medic vs Medic etc)



None.

Jan 17 2009, 3:12 pm Lt.Church Post #1318



archers hydralisk damage makes me cry, you need what 7 upgrades to 1hit broodlings? thats 112 minerals, it only takes 8 upgrades a SINGLE summoner zergling to 1hit kill broodlings, why is archer almost as weak as a single lv1 summon?

edit: medic also takes 7 upgrades to 1hit broodling, understandable considering that medic is a medic, but medic can also shoot at range so its really your choice, archer that heals or archers with summons at lv3. The only viable damagewise build for archer is mp spam and mutalisk upgrades. basically nullifying his spell 3 from its already poor existance.



None.

Jan 17 2009, 4:34 pm Moose Post #1319

We live in a society.

Quote from Iceman16
Quote from name:bastard-tino
Quote from DumbMarine
One more thing, does anyone find having more than one of the same hero playing at a time an interesting idea? I kinda like the idea of a mirror matchup, or a whole team of mechs, or something :D

i had this idea about a month ago and they rejected it :{ but maybe they changed their mind! :P
To be honest i think it's horribly having two (or more) of the same unit in game. I like the whole idea of one unit per player with no copies. Also late end game 1v1 would be horrible (Assassin vs Assassin, Medic vs Medic etc)
I'm not* going to lie... I've often thought about the idea of having a limit one hero per TEAM rather than everyone.

Quote from Lt.Church
it only takes 8 upgrades a SINGLE summoner zergling to 1hit kill broodlings
Since when was 10 + 8*2 >= 50?

Post has been edited 1 time(s), last time on Jan 18 2009, 6:17 am by Mini Moose 2707. Reason: not*




Jan 17 2009, 4:57 pm ClansAreForGays Post #1320



Quote from name:FaZ-
Mutant does 10+3 damage. If an HP buffed Assassin is walking around with low enough life to be taken out by that knowing one of his opponents has night vision, he deserves to die.
Faz- even though I completely disagree with you 90% of the time I considered you a top tier player, but you really couldn't guess I was talking about lurker bombing?

And for future reference, if the only way your proposed spell idea wouldn't be rigged is if you gave it some ridiculous cool-down, go back to the drawing board.

Post has been edited 1 time(s), last time on Jan 17 2009, 5:15 pm by ClansAreForGays.




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