2 bugs:
I died as engineer (permanently to be clear), lurker's screen shake spell still affected me, and centered me onto middle of map, and made errors in placement.
Also, as engineer, my mines got hit by a stun spell, which gave them to p12, then as I walked next to them, they stunned me as in the lurker spell.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
Thanks guys for all the testing!!
lol there's quite a lot of glitches that I need to fix... And I'm beginning to be busy again... But i'll try to get a working version done asap.. so u guys can continue with the balancing problems and stuff...
Thnx for all the help.. right now, I recommend playing v1.4M3 or MT or w/e it is for now...
...
until further notice
~Unholy
None.
Sleeping wolves wake hungry.
I've been playing this version with a few friends over the last few days, must say, i like the new changes.
The only new hero I like is the Earth Demon, though - really suited to my play style >_>
Changes to the new Assault and Engineer are pretty good, rine vs bat is actually pretty fun.
I know there are bugs, but I didn't actually find any O.o
I'll get back to you after some more testing.
Phantom used l2, got killed inbetween shots, then spawned with a full hp phantom where he died.
I'll keep reporting bugs as I find them.
I remember in older versions, you wouldn't go invincible by the temple. However in some newer ones, mech was still hitable, making him a VERY nice character to defend against hyd rush. however, skewer puts an end to that relatively fast. It might be something to change if you haven't already.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
Quote from name:Zachary Taylor
Phantom used l2, got killed inbetween shots, then spawned with a full hp phantom where he died.
I'll keep reporting bugs as I find them.
I remember in older versions, you wouldn't go invincible by the temple. However in some newer ones, mech was still hitable, making him a VERY nice character to defend against hyd rush. however, skewer puts an end to that relatively fast. It might be something to change if you haven't already.
he hasnt and has ignored me and anyone whos posted about this although im not quite sure why. this has been happening since MT and ive reported it more than a few times.
None.
it's because Moose took over it and I thought he wouldn't make any mistakes like that/would fix it for me
..
ty for reporting the bugs <3
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An unfortunate event occurred in my last game:
I stunned a marine with a scourge. I had him in my sights and he only had 200 hp left. He slipped away by rapidly clicking, enough to slip past three broodlings while "paralyzed" (and with guy being huge, unable to follow).
While I understand this may be a part of the game, there is a way to prevent paralyzed people from moving at all. If you only center location on the hero when he's not paralyzed in some way, they can't ever move a bit. I presume you have some sort of a "paralyzed" dc for each player, perhaps two, so this wouldn't be that hard to do.
Would this be something worthwhile for paralyzation, or do you want people to be able to inch their way away? Also, do you really want mech/zeal/lings to be able to attack while paralyzed?
Finally, friendly kills. Do they still give exp? Is it just for creeps, or do you get exp for feedbacking a bunch of your partner's medics (completely broken IMO).
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
The friendly kills has been addressed before.. but because the way SC is.. there isn't a fool-proof way of ensuring no exp gain from killing allied units (as there is no foolproof way of detecting who killed what unit)... removing feedback is a possible way, but storm is still here, and I can't remove storm..
hmm.. I could set up triggers to detect kills.. it MIGHT work now that I think about it..
Players: p1,2,3
Conditions:
Force1 controls at least 1 medic
current player kills exactly 3 medic
Actions:
WARNING! DO NOT KILL UR OWN TEAM'S MEDIC...
SetScore - Experience - minus 20? exp
Supposingly, there's no other way to actually kill a medic other than your team's medic spawning medic.. (lol confusion!!)
This might actually work
.... when a person kills 20.. i can just ban them..
but again, if some ppl accidentally storms the medics .. then becomes banned.. then that'd suck <.< so I can't do that.
and if they continually kill medics.. then I'd have to set TONS of triggers (like up to a thousand) .. in order to make sure they don't do it :S...
well I guess it's not impossible..
What about Summoner's Zling and DM's Dark Orb? I gotta do trigs for them too then? .. *groan*
and I can't even do it with Zlings, as they're also used for spawns.. so that doesn't work..
None.
Allies suffered at least 1 death of zling/medic/whatever.
Foes suffered at least 1 death of whatever.
current player has at least x score
Subtract 1 from foes/allies
subtract x score from current player
Distribute exp accordingly.
The only problem with this is when your team starts killing multiples (like 12 medics and a few broods/lings whatevers. Even then, all these things have to happen within 2 frames. If it messes up, it only messes up a little bit. If you just don't give exp for friendly kills, then some "legit" kills might be counted as fake. However, SOMEONE is getting the kill, since it's based on death counts. You can even go further and put up 4 sets of kills to cash triggers, one for white, yellow (and all the units they can possibly spawn), and another for just force 1/2. This would avoid confusion when a white ling and a summoner's ling die at the same time (subtracting 1 from foes I think subtracts 1 from all foes). Since there's only one unit who uses killable versions of other units, it'd be easy to trigger each individually.
Edit: nvm, doesn't look good. See attached map. Of course, that's a highly improbable situation...
Post has been edited 2 time(s), last time on Feb 19 2009, 9:02 pm by Zachary Taylor.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
The friendly kills has been addressed before.. but because the way SC is.. there isn't a fool-proof way of ensuring no exp gain from killing allied units (as there is no foolproof way of detecting who killed what unit)... removing feedback is a possible way, but storm is still here, and I can't remove storm..
hmm.. I could set up triggers to detect kills.. it MIGHT work now that I think about it..
Players: p1,2,3
Conditions:
Force1 controls at least 1 medic
current player kills exactly 3 medic
Actions:
WARNING! DO NOT KILL UR OWN TEAM'S MEDIC...
SetScore - Experience - minus 20? exp
Supposingly, there's no other way to actually kill a medic other than your team's medic spawning medic.. (lol confusion!!)
This might actually work
.... when a person kills 20.. i can just ban them..
but again, if some ppl accidentally storms the medics .. then becomes banned.. then that'd suck <.< so I can't do that.
and if they continually kill medics.. then I'd have to set TONS of triggers (like up to a thousand) .. in order to make sure they don't do it :S...
well I guess it's not impossible..
What about Summoner's Zling and DM's Dark Orb? I gotta do trigs for them too then? .. *groan*
and I can't even do it with Zlings, as they're also used for spawns.. so that doesn't work..
Just copy how storm the fort does it. You need one trigger per unit type, to create a team death scores. Then when a player has kill score you deduct from the opposite team score. If the opposite team does not have enough, then some player on the same team as the player with kill score (usually the player with kill score) performed an ally-kill. When that happens, you add points to an ally-kill buffer, which is used to cancel future kill score. The net effect is ally kills deduct from your team's income, and therefore they are no longer desirable unless you want to deny the enemy team of income at your own expense.
A lamer strategy becomes a legit, if sortof silly, strategy.
None.
Quote from name:Zachary Taylor
An unfortunate event occurred in my last game:
I stunned a marine with a scourge. I had him in my sights and he only had 200 hp left. He slipped away by rapidly clicking, enough to slip past three broodlings while "paralyzed" (and with guy being huge, unable to follow).
While I understand this may be a part of the game, there is a way to prevent paralyzed people from moving at all. If you only center location on the hero when he's not paralyzed in some way, they can't ever move a bit. I presume you have some sort of a "paralyzed" dc for each player, perhaps two, so this wouldn't be that hard to do.
Would this be something worthwhile for paralyzation, or do you want people to be able to inch their way away? Also, do you really want mech/zeal/lings to be able to attack while paralyzed?
Finally, friendly kills. Do they still give exp? Is it just for creeps, or do you get exp for feedbacking a bunch of your partner's medics (completely broken IMO).
they still do and nothing pops up when I was playing a kid planted mines around his medics and they fed the hole game...it was so gay...and he was on my team and did nothing but that...pfft he was useless.
Btw was playing a game on 1.4m3 nothing about the game but a tactic one person did on the south. used a dm and blocked the top path and told there team to flood the top by placing spawn path to head top. Whci hthen he stormed his way to 12 civs. then with that he summoned hydras then killed us all before the second night.
gg...this fagged the hole game up
None.
wtf?! I'm pretty sure south team can only have 1 lane get blocked, witht he rest taking an alternate route to the top. And storm costs 60 in m3, so I am further confused.
Also, all this team splashing for ez exp should just not be tolerated by the players; leave. If they were smart about their gayness, they'd do the summoner + DM combo.
the broods got stuck no alternate routes and somehow the dm got Hydras before morning. of the first night Even with my ups we didnt stand a chance....I was going to dark swarm but they were already hitting the temple and I only have 4 mana and no way I could summon a ling to scrafice
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Lurker hero is stupidly amazing at TKing spawns, just had one game where the lurker managed to redirect spawns to one lane and kill them all, cutting us off from any XP.
That is, until we killed the lurker, because its stupidly easy to kill right now.
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Lurker = easy kill?
I swear their are no good lurk players by the sounds of it. That player probly didnt even bother to get Health upgrades.
None.
Sleeping wolves wake hungry.
I did 1v2 as lurker vs rine and bat...
I won...
>_>
lurker is stupidly easy to kill vs assassin aswell as volt as they both have stuns, crippling kills the observer as does volts scourges; its funny because lurkers would like sneak up attacking me at night as assassin thinking theyre smart using observer to see me then i cripple them and they die and complain
None.
I did 1v2 as lurker vs rine and bat...
I won...
>_>
Hm. Maybe your opponents were n00bs
Rine and bat should be able to murder a lurker with stun/mines......
I'd like to know how this happened. Details please?
None.
Sleeping wolves wake hungry.
My opponents are good friends of mine, and all three of us have been playing Siege since the first version.
I forget most details of the match, but it generally revolved around placing a lot of sand traps, grinding and using lvl4 to quickly gain access to the temple.
I used gols to distract them quite a bit, they were focused on defending from the front while i frequently came in from behind, placed sand traps around their entrances and attacked their temple.
The gols raped their faces until they got enough exp from them to rape them back, by which point there were a lot of sand traps placed around their base.
...Night is bliss for a lurker.
Lurker = easy kill?
I swear their are no good lurk players by the sounds of it. That player probly didnt even bother to get Health upgrades.
In the game I was citing, I was mutant and my teammate was phantom (and our other opponent was assault).
As mutant, the earth demon can only get off two attacks at most before I'm within L2 range. If you don't unburrow (and stay unburrowed because I'm faster than you), you get devoured by the L2. When the ED uses his obs spell I just run away and wait for it to wear off, then run back in, not too hard.
As a phantom, my buddy noticed that their ranges are similar, and you can actually micro-dodge the lurker's attacks. Obviously, at night the phantom is at a disadvantage though.
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