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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Mar 5 2009, 7:40 pm Magicide Post #1681

Sleeping wolves wake hungry.

Quote from l)ark_ssj9kevin
Moose, is the day-night cycle infinate? I've had it where it was stuck at day, the timer hit 0 but nothing happened. Possibly due to lag.

Nope.

Stops when it gets to rines for me, and this is over LAN.




Mar 6 2009, 5:10 pm killer_sss Post #1682



Quote from Magicide
Quote from l)ark_ssj9kevin
Moose, is the day-night cycle infinate? I've had it where it was stuck at day, the timer hit 0 but nothing happened. Possibly due to lag.

Nope.

Stops when it gets to rines for me, and this is over LAN.

ive had the same problem with 1.5 but it doesn't always occur. i thought it was due to pitting certain characters against each other but now that it seems to have shown up in both versions theres deffinately a problem somewhere. im unsure if unholy has looked into it yet but moose should check with him to see if he has.



None.

Mar 6 2009, 5:42 pm UnholyUrine Post #1683



Might be due to certain deathcounts overlapping... so it could be hero specific.. Although I'm sure I didn't make such mistakes (at least with the NEW heroes)... I'll look into it.



None.

Mar 6 2009, 7:00 pm killer_sss Post #1684



Quote from UnholyUrine
Might be due to certain deathcounts overlapping... so it could be hero specific.. Although I'm sure I didn't make such mistakes (at least with the NEW heroes)... I'll look into it.

well i specifically ran into it when lruk was pitted against dragoon. me and a friend had a few solo battles. also ran into it when i died and friends goon lived and the opponents were all dead except a lurker. only times i ever saw it in 1.5



None.

Mar 7 2009, 10:19 pm Decency Post #1685



Well, I have given a half dozen potential solutions for Assault/Spec Ops; I personally feel that the Det Pack as L2 would be best for Assault with the Corsair returning to L1 as a hit-or-miss. Barring that, changing the Corsair into an L2 summon would be valuable. Either would make it more versatile than it currently is, but ultimately it comes down to you making the choice- I can only suggest.

Other than that, there's only a few issues in the balance of heroes that I think should be addressed; one follows: What do people think about changing the way that the Medic full heal operates?

I would like to see it heal to max level + 5 civilians. That would be 20%-30% life more than normal, depending on where the unit is on the life upgrades scale. The Medic itself would heal to full life. If the problem with this is in the triggering, there's a pretty easy way to do it that I've thought of.

Obviously with that nerf, the Medic also needs compensation somehow. Its L1 and L2 are useful, disable in particular is great and L1 if used correctly (not feeding) is not bad at all. The problem then to me is in its L3, which to be honest sees next to no use until the Medic has tons of spare mana.

The only real route you can go with Medic is rushing L4 unless you're really risky and try to go battle Medic, which rarely works out except against certain heroes and with map control. This makes for a boring hero. On the whole, the Medic isn't "imbalanced" per say, it's just a hero that goes from being nearly useless to being nearly gamebreaking in the instant it hits 170 Exp...

I am personally not opposed to giving the Medic a sort of attack spell. A suggestion was made in the 1.5 thread about possibly transforming nearby medics into attacking units (Ghosts?) for a period of time, which is something I think could work. It even fits logically, too: "Call to Arms." Perhaps the L3 could do this in addition to providing mana to nearby allies, or as UU added- removing spell/stun effects. It needs something, though.

That's my take on it.



None.

Mar 10 2009, 8:26 pm Moose Post #1686

We live in a society.

Quote from UnholyUrine
Might be due to certain deathcounts overlapping... so it could be hero specific.. Although I'm sure I didn't make such mistakes (at least with the NEW heroes)... I'll look into it.
There was no preserve trigger on the day/night cycle. Therefore, the maximum number of full day/night cycles was limited to the # of human players in the game + 2. (add 2 to include computers)

I'm "almost done" with M5. I just need to do whatever I'm going to do with Special Ops.

Finished Portion of 1.4M5
****************************
**** ****** ***** **********
***  TEMPLE SIEGE 1.4M5  ***
**** ****** ***** **********
****************************
:: GENERAL
- Assimilators now have 600 shields and 600 HP.
- Day/Night cycles now continue. A trigger error previously limited to the number of human players in the game +2.

:: ASSASSIN
- Fixed string that said Decapitation's (L4) upgrade damage was +30 and not +40.

:: ASSAULT
- Tear Gas (L2) is now a one-hit spell that drains 25 mana and SLOWS enemy heroes for 70 counts.
- Firebomb (L3) now spawns two Infested Terrans. They are created BEFORE the firebats, so they

will spawn in the center.
- Cost of Nuclear Missile reduced from 10m/100g to 10m/60g.

:: LIGHT MAGE
- Light of Binding (L3) Dragoons now have the range upgrade.

:: SPECIAL OPS
- Comsat Station is removed upon elimination. So is the Silo for Assault. That one isn't quite

as important.
- Cost of Scanner Sweep reduced from 70 to 65.

:: WARRIOR
- Charge of Courage (L3) now destroys player summons of the other team.

:: VOLT
- P12 Scourge resulting from Volt's L1 in combination with other spells are now removed.
- Heavy trigger reorganization and consolidation. Let me know if I broke anything.


Post has been edited 5 time(s), last time on Mar 10 2009, 8:33 pm by Mini Moose 2707.




Mar 10 2009, 9:24 pm Lt.Church Post #1687



Quote
Light of Binding (L3) Dragoons now have the range upgrade.
YAAAAY, i never see anyone use it except me.



None.

Mar 10 2009, 11:13 pm ClansAreForGays Post #1688



Are the IT's invincible? I could be wrong but I think I remember them being invincible. They definitely need to be vulnerable, but they are a guarantee that the enemy will never capture any of your bases, and will have to stay permanently, in yours if you don't want to lose it to him.

also, I know air units can't cap anymore, but do they still interrupt?




Mar 11 2009, 4:11 am Moose Post #1689

We live in a society.

Quote from ClansAreForGays
Are the IT's invincible? I could be wrong but I think I remember them being invincible. They definitely need to be vulnerable, but they are a guarantee that the enemy will never capture any of your bases, and will have to stay permanently, in yours if you don't want to lose it to him.
That was a bug in our test. I'm pretty sure I told you that. They will die like their supposed to when the spell ends along with the firebats.

Quote from ClansAreForGays
also, I know air units can't cap anymore, but do they still interrupt?
Apparently they do.




Mar 11 2009, 5:10 am Iceman16 Post #1690



Have you fixed the Volt?



None.

Mar 11 2009, 6:33 am ClansAreForGays Post #1691



For some reason I couldn't teleport when I was summoner to my captured north base. I think it has something to do with an enemy warrior that was right next to me. Maybe the trigger that stops warrior from teleporting when when next to an enemy had something to do with it.

ps. it was day and I could clearly see no1 was at the base I was trying to warp out to.




Mar 11 2009, 3:39 pm Moose Post #1692

We live in a society.

Remember when enemy heroes luring you into teleports was cheap? That's why.




Mar 11 2009, 5:24 pm ClansAreForGays Post #1693



But in this case it cost me the game. It was end game, and they were at my base just killing my lings as soon as I made them, but I had rape-age ups and could totally kill their temple faster than they could mine.

There is absolutely no scenario where the summoner defiler would benefit from a disabled teleport beacon.




Mar 12 2009, 12:30 am Decency Post #1694



Just don't allow any units to walk onto enemy beacons, then re-enable teleport?



None.

Mar 12 2009, 12:59 am xYoshix Post #1695



LOL I was playing M3 and I came across this halarious bug that made me get both Assasin and Warrior...It was fun ^^
Here's the replay- and yes...green is annoying :><:



None.

Mar 12 2009, 1:00 am xYoshix Post #1696



Quote from xYoshix
LOL I was playing M3 and I came across this halarious bug that made me get both Assasin and Warrior...It was fun ^^
Here's the replay- and yes...green is annoying :><:




None.

Mar 12 2009, 1:22 am Decency Post #1697



Quote from Mini Moose 2707
[code=Changes]****************************
**** ****** ***** **********
*** TEMPLE SIEGE 1.4M4 ***
**** ****** ***** **********
****************************

:: GENERAL
- Fixed the double hero pick of Warrior and Assassin. (resized location)




None.

Mar 12 2009, 1:32 am Magicide Post #1698

Sleeping wolves wake hungry.

Quote from xYoshix
LOL I was playing M3 and I came across this halarious bug that made me get both Assasin and Warrior...It was fun ^^
Here's the replay- and yes...green is annoying :><:

As annoying as he was, he wasn't a bad player.

His *engrish was hilarious =P

EDIT: Fixed >_>




Mar 18 2009, 12:59 am l)ark_ssj9kevin Post #1699

Just here for the activity... well not really

Moose, I finished playing the new Ops against a DT and it's too much multitasking, it feels like a second summoner.



guy lifting weight (animated smiley):

O-IC
OI-C

"Oh, I see it"


Mar 18 2009, 5:07 am Iceman16 Post #1700



Quote from l)ark_ssj9kevin
Moose, I finished playing the new Ops against a DT and it's too much multitasking, it feels like a second summoner.
So you are complaining about a hero that has a scanner for night time, a MOBILE dodge spell against Assassins stun AND Decapitate, a drop ship that can COMPLETELY avoid him, as well as a stupidly op L4?



None.

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