Read "some" posts before posting
All the ones with "M" in the back is not done by me, it is by moose, and it is at the topic Temple Siege v1 ... (yes it has 85 pages lolol)...
Also, some things that you said is only for the Old v1.5... right now glitches that were brought to attention last time has been all fixed...
Lurker has been revamped, it's L1 and L2 is switched... and it's new L3 is like Burrow Drive but also spawns hydras.... and it's current L4 is a combination of it's old L3 and L4.. it shakes the earth and destroys buildings and spawns. Of course, it doesn't affect everyone now, but it's AoE is as large as the Void.
So here's the changelist!
CHANGES SO FARGreen = changes to stayYellow = changes to debateUnderlined = undecided- Increased Cost of Mana and Time of Academy and Supply Depot (for Engineer)
- Paralyzing spells will destroy Mounted Guns
- Fixed unclickable tanks/bunker during day.
- Lurker's L2 (Burrow Drive) do not have the spell effects anymore (makes it stealthier during night)
- Lurker's L3 (Tremble Earth) does not affect heroes anywhere. It now has an AoE exactly the same as the Void from Psion (which is quite big.. 16x16?? i forgot)
- Lurker's L1 (SandTrap) Stuns for 4.5 seconds. However, it is unable to stunlock unless traps are placed properly... Meaning that stunned foes will not be stunned again from the same spell for about 5.5 seconds (leaving 1 second to run away).
- Assault can now spawn 3 ghosts, but canNOT cloak.
- Nuke costs 80gas. Same build time.
- Fixed Mutant's Lurkers/Marine that respawns as vulture, and etc. etc. (I think)
- Switch Lurker's L1 and L2. Make Sandtrap spawn 1 or 2 infested terrans AND stun for 5 secs.
- Lurker's New L3, Ground Fissure, Acts the same as Burrow Drive, but will spawn hydras (2 per second) for 8 seconds.
- Lurker's New L4, Shatter Earth, is a combination of it's old L3, tremble earth, and L4, Rock Tomb, so it shakes the earth and destroys buildings. The shaking will go for 5 seconds, but will affect only people in the area (it is a big area, same size as the void). Closer foes will be stunned for 8 secs, and spawns will all be destroyed.
- Lurker's L1 can be combo'ed with its L2 AND L3 (in fact, for L3, no new observer is created, you just keep going .. it's awesome.. i wonder if anyone figured that out yet...)
- Lurker's L1, and L3 can only be used when burrowed.
- Psion's L2, Negative Field, now only lasts for 8 seconds, with an 8 second cooldown.
- Psion's L3, Vortex, now sucks enemy heroes into it, same as Archon's L2 (per 3 DC's)
- Decreased Engineer HP to 4500hp
- Decreased Assault HP to 4000... It's damage is now 11+3 (Major subject of change!)
- Followed Moose's idea and switched L1 with L2. (as Disruption web + marine = rape)
- L1 is changed to "Sensor Grenade". If the scourge is over any foes for one second, it will detonate. The fuse is the same (meaning it's longer than M4)...
- L1's effect is also changed. It will create 4 to 2 wraiths (30+4 damage) that attacks once. It will still kill all ground spawns, but will only stun for 2 seconds.
- Assault's L2, tear gas, now removes 2 mana per trigger.
- Mech's L2 and L4 (wraiths) is now 30+4 damage.
- Mech's L4 spawns 8 to 10 x 3 wraiths (instead of 12 x 3 wraiths)
- Engineer's armored refinery now have 70 armor... now costs 40 ores
- Most importantly, Every 6 spawns will have 1 spawn leader, which is +2 levels above them (lol so many "spawns"). So for example, every 6 broodlings, there'd be 1 marine. If u up the spawn number by 1 (+3) .. no extra marine.. if u up it again (now you got +6 from original), you'll spawn 2 marine. Each Higher level spawn will be the 2 levels above it. Zealot spawns will have dragoon, while hydra spawns will have goliaths. This may have some drastic effects which needs to be tested w/ all heroes.
IDEAS THAT MAY BE IMPLEMENTEDAll of these are up for debate..
- Increase explosion size of Assault's L3 Carpet Bomber. (it's really hard to stun people currently o.O)
- Increase Volt's Shields a bit, as it's L2 sucks heroes in per 3 DC's rather than every trigger now.
- Decrease Volt's L3 mana drain.... Make it drain less mana.
- Make Medic's L4 not heal allies to full HP. Instead, Maybe in increments of 20%. If the person's health level is between 20-40, they heal to 40%. if 40-60, 60%, and etc...
- A better L3 for medic.. Maybe Mana channel (sm1 suggested this), where allies will get faster mana for a period of time... I can even make it so that enemy heroes that are close by lose mana.
- Maybe change cloak to cost 200? It'd give DM, Medic, and Phantom more of an edge.
- Implement new terrain
Post has been edited 5 time(s), last time on Mar 18 2009, 3:47 am by UnholyUrine.
None.